https://worms2d.info/api.php?action=feedcontributions&user=Melon&feedformat=atomWorms Knowledge Base - User contributions [en]2024-03-28T20:13:52ZUser contributionsMediaWiki 1.26.3https://worms2d.info/?title=Statistics&diff=21969Statistics2012-10-21T15:15:27Z<p>Melon: Both shopping awards</p>
<hr />
<div>{{ParentArticle|[[Game logic]]}}<br />
{{Languages|en|Post-game awards|fr|Récompenses de fin de partie}}<br />
<br />
All awards statistics are tracked across all rounds of a game and are not awarded to anybody in the event of a tie.<br />
<!-- Please remember to give the technical details of an award you add, rather than an vague description or guess. For example, instead of something like, "The Florence Nightingale Hot-Water Bottle Award is awarded to the worm who has collected the most health crates," provide the threshold amount before the award is awarded. For example, a better description of the award would be, "The Florence Nightingale Hot-Bottle Award is awarded to the worm who has gained the most health points over the course of the game if a gain of 100 health was achieved in total by that worm." Please note that these examples aren't necessarily true and are complete guesses as of now. --><br />
==Worm Awards==<br />
<br />
===Big Billy's circus award===<br />
<br />
This is awarded to the worm that fired the [[Ninja Rope]] the most times. Note that each repeat swing counts as another use.<br />
<br />
This award will not be given unless a worm achieves a total of 10 rope uses or more.<br />
<br />
===Florence Nightingale anniversary hot-water bottle===<br />
<br />
This is awarded to the worm that collected the most health crates. The amount of health restored does not matter.<br />
<br />
This award will not be given unless a worm collects at least 3 or more health crates.<br />
<br />
===Happy Shopper award===<br />
<br />
Awarded to the worm that collects the most crates of any type (weapon, utility and health crates all count).<br />
<br />
This award will not be given unless a worm collects a total of 6 or more crates.<br />
<br />
===NASA greets X who flew high for Y===<br />
<br />
This award is given to the worm that went highest into the air. This can be achieved by any means, including while attached to a [[Ninja Rope]]. The value of Y is the number of pixels above the top of the landscape. Note that the "top" of the landscape in this case does not necessarily mean the highest point of solid ground, but rather the height of the map image i.e. in a default map, this will be 696 pixels above the water, assuming no water has risen.<br />
<br />
This award will not be given unless a worm achieves a value of 100 or more.<br />
<br />
==Team awards==<br />
<br />
===Shopping award===<br />
<br />
Awarded to the team that collects the most crates of any type (weapon, utility and health crates all count).<br />
<br />
This award will not be given unless a team collects a total of 10 or more crates.<br />
<br />
===Most Entertaining Team and Most Boring Team===<br />
<br />
At the end of the game, every team is assigned a number of "entertaining points" and "boring points" to determine which teams should win these awards. The team with the most entertaining points will win the Most Entertaining Team award, while the team with the most boring points will win the Most Boring Team award.<br />
<br />
:Entertaining points are calculated as follows:<br />
<br />
:*({total number of [[Super Weapons]] used by team} * {shots fired by team} * {total damage inflicted by team} * {total kills inflicted by team}) - {number of boring points assigned to team}<br />
<br />
:Boring points are calculated as follows:<br />
<br />
:*using time (total hot seat + turn time + retreat time, in seconds, rounded up for each turn)<br />
:*using Blow Torch (3 points each use)<br />
:*using Freeze (14 points each use)<br />
:*using Skip Go (7 points each use)<br />
:*using Girder (3 points each use)<br />
<br />
Due to the way the above calculations work (and the fact that boring points are also used in the entertaining points calculation), a few oddities can occur:<br />
<br />
*If no team uses any super weapons, then the most entertaining team is simply the one with the least boring points.<br />
*In most games, the amount of time taken is the largest contributing factor to the number of boring points the teams are awarded, so the award almost always goes to the slowest player.<br />
*If a team uses a lot of super weapons and causes a lot of damage and kills, but also takes a very long time to perform their turns, then they can actually achieve both the Most Entertaining Team and Most Boring Team awards at the same time!<br />
<br />
All of the above information was obtained from [http://forum.team17.com/showpost.php?p=644292&postcount=8 here]<br />
<br />
{{todo<br />
|Research and add Team awards. For a description of how to add awards, see the edit page.<br />
|Research and add Worm awards}}<br />
{{stub}}</div>Melonhttps://worms2d.info/?title=Statistics&diff=21968Statistics2012-10-21T14:36:37Z<p>Melon: Florence Nightingale anniversary hot-water bottle</p>
<hr />
<div>{{ParentArticle|[[Game logic]]}}<br />
{{Languages|en|Post-game awards|fr|Récompenses de fin de partie}}<br />
<br />
All awards statistics are tracked across all rounds of a game and are not awarded to anybody in the event of a tie.<br />
<!-- Please remember to give the technical details of an award you add, rather than an vague description or guess. For example, instead of something like, "The Florence Nightingale Hot-Water Bottle Award is awarded to the worm who has collected the most health crates," provide the threshold amount before the award is awarded. For example, a better description of the award would be, "The Florence Nightingale Hot-Bottle Award is awarded to the worm who has gained the most health points over the course of the game if a gain of 100 health was achieved in total by that worm." Please note that these examples aren't necessarily true and are complete guesses as of now. --><br />
==Worm Awards==<br />
<br />
===Big Billy's circus award===<br />
<br />
This is awarded to the worm that fired the [[ninja rope]] the most times. Note that each repeat swing counts as another use.<br />
<br />
This award will not be given unless a worm achieves a total of 10 rope uses or more.<br />
<br />
===Florence Nightingale anniversary hot-water bottle===<br />
<br />
This is awarded to the worm that collected the most health crates. The amount of health restored does not matter.<br />
<br />
This award will not be given unless a worm collects at least 3 or more health crates.<br />
<br />
===NASA greets X who flew high for Y===<br />
<br />
This award is given to the worm that went highest into the air. This can be achieved by any means, including while attached to a [[Ninja Rope]]. The value of Y is the number of pixels above the top of the landscape. Note that the "top" of the landscape in this case does not necessarily mean the highest point of solid ground, but rather the height of the map image i.e. in a default map, this will be 696 pixels above the water, assuming no water has risen.<br />
<br />
This award will not be given unless a worm achieves a value of 100 or more.<br />
<br />
==Team awards==<br />
<br />
===Most Entertaining Team and Most Boring Team===<br />
<br />
At the end of the game, every team is assigned a number of "entertaining points" and "boring points" to determine which teams should win these awards. The team with the most entertaining points will win the Most Entertaining Team award, while the team with the most boring points will win the Most Boring Team award.<br />
<br />
:Entertaining points are calculated as follows:<br />
<br />
:*({total number of [[Super Weapons]] used by team} * {shots fired by team} * {total damage inflicted by team} * {total kills inflicted by team}) - {number of boring points assigned to team}<br />
<br />
:Boring points are calculated as follows:<br />
<br />
:*using time (total hot seat + turn time + retreat time, in seconds, rounded up for each turn)<br />
:*using Blow Torch (3 points each use)<br />
:*using Freeze (14 points each use)<br />
:*using Skip Go (7 points each use)<br />
:*using Girder (3 points each use)<br />
<br />
Due to the way the above calculations work (and the fact that boring points are also used in the entertaining points calculation), a few oddities can occur:<br />
<br />
*If no team uses any super weapons, then the most entertaining team is simply the one with the least boring points.<br />
*In most games, the amount of time taken is the largest contributing factor to the number of boring points the teams are awarded, so the award almost always goes to the slowest player.<br />
*If a team uses a lot of super weapons and causes a lot of damage and kills, but also takes a very long time to perform their turns, then they can actually achieve both the Most Entertaining Team and Most Boring Team awards at the same time!<br />
<br />
All of the above information was obtained from [http://forum.team17.com/showpost.php?p=644292&postcount=8 here]<br />
<br />
{{todo<br />
|Research and add Team awards. For a description of how to add awards, see the edit page.<br />
|Research and add Worm awards}}<br />
{{stub}}</div>Melonhttps://worms2d.info/?title=Statistics&diff=21967Statistics2012-10-21T14:23:50Z<p>Melon: /* Worm Awards */ Big Billy's circus award</p>
<hr />
<div>{{ParentArticle|[[Game logic]]}}<br />
{{Languages|en|Post-game awards|fr|Récompenses de fin de partie}}<br />
<!-- Please remember to give the technical details of an award you add, rather than an vague description or guess. For example, instead of something like, "The Florence Nightingale Hot-Water Bottle Award is awarded to the worm who has collected the most health crates," provide the threshold amount before the award is awarded. For example, a better description of the award would be, "The Florence Nightingale Hot-Bottle Award is awarded to the worm who has gained the most health points over the course of the game if a gain of 100 health was achieved in total by that worm." Please note that these examples aren't necessarily true and are complete guesses as of now. --><br />
==Worm Awards==<br />
<br />
===NASA greets X who flew high for Y===<br />
<br />
This award is given to the worm that went highest into the air. This can be achieved by any means, including while attached to a [[Ninja Rope]]. The value of Y is the number of pixels above the top of the landscape. Note that the "top" of the landscape in this case does not necessarily mean the highest point of solid ground, but rather the height of the map image i.e. in a default map, this will be 696 pixels above the water, assuming no water has risen.<br />
<br />
This award will not be given unless a worm achieves a value of 100 or more.<br />
<br />
===Big Billy's circus award===<br />
<br />
This is awarded to the worm that fired the [[ninja rope]] the most times. Note that each repeat swing counts as another use.<br />
<br />
This award will not be given unless a worm achieves a total of 10 rope uses or more.<br />
<br />
==Team awards==<br />
<br />
===Most Entertaining Team and Most Boring Team===<br />
<br />
At the end of the game, every team is assigned a number of "entertaining points" and "boring points" to determine which teams should win these awards. The team with the most entertaining points will win the Most Entertaining Team award, while the team with the most boring points will win the Most Boring Team award.<br />
<br />
:Entertaining points are calculated as follows:<br />
<br />
:*({total number of [[Super Weapons]] used by team} * {shots fired by team} * {total damage inflicted by team} * {total kills inflicted by team}) - {number of boring points assigned to team}<br />
<br />
:Boring points are calculated as follows:<br />
<br />
:*using time (total hot seat + turn time + retreat time, in seconds, rounded up for each turn)<br />
:*using Blow Torch (3 points each use)<br />
:*using Freeze (14 points each use)<br />
:*using Skip Go (7 points each use)<br />
:*using Girder (3 points each use)<br />
<br />
Due to the way the above calculations work (and the fact that boring points are also used in the entertaining points calculation), a few oddities can occur:<br />
<br />
*If no team uses any super weapons, then the most entertaining team is simply the one with the least boring points.<br />
*In most games, the amount of time taken is the largest contributing factor to the number of boring points the teams are awarded, so the award almost always goes to the slowest player.<br />
*If a team uses a lot of super weapons and causes a lot of damage and kills, but also takes a very long time to perform their turns, then they can actually achieve both the Most Entertaining Team and Most Boring Team awards at the same time!<br />
<br />
All of the above information was obtained from [http://forum.team17.com/showpost.php?p=644292&postcount=8 here]<br />
<br />
{{todo<br />
|Research and add Team awards. For a description of how to add awards, see the edit page.<br />
|Research and add Worm awards}}<br />
{{stub}}</div>Melonhttps://worms2d.info/?title=Statistics&diff=21966Statistics2012-10-21T13:43:18Z<p>Melon: NASA award spaded. A good way to spend a weekend.</p>
<hr />
<div>{{ParentArticle|[[Game logic]]}}<br />
{{Languages|en|Post-game awards|fr|Récompenses de fin de partie}}<br />
<!-- Please remember to give the technical details of an award you add, rather than an vague description or guess. For example, instead of something like, "The Florence Nightingale Hot-Water Bottle Award is awarded to the worm who has collected the most health crates," provide the threshold amount before the award is awarded. For example, a better description of the award would be, "The Florence Nightingale Hot-Bottle Award is awarded to the worm who has gained the most health points over the course of the game if a gain of 100 health was achieved in total by that worm." Please note that these examples aren't necessarily true and are complete guesses as of now. --><br />
==Worm Awards==<br />
<br />
===NASA greets X who flew high for Y===<br />
<br />
This award is given to the worm that went highest into the air. This can be achieved by any means, including while attached to a [[Ninja Rope]]. The value of Y is the number of pixels above the top of the landscape. Note that the "top" of the landscape in this case does not necessarily mean the highest point of solid ground, but rather the height of the map image i.e. in a default map, this will be 696 pixels above the water, assuming no water has risen.<br />
<br />
This award will not be given unless a worm achieves a value of 100 or more.<br />
<br />
==Team awards==<br />
<br />
===Most Entertaining Team and Most Boring Team===<br />
<br />
At the end of the game, every team is assigned a number of "entertaining points" and "boring points" to determine which teams should win these awards. The team with the most entertaining points will win the Most Entertaining Team award, while the team with the most boring points will win the Most Boring Team award.<br />
<br />
:Entertaining points are calculated as follows:<br />
<br />
:*({total number of [[Super Weapons]] used by team} * {shots fired by team} * {total damage inflicted by team} * {total kills inflicted by team}) - {number of boring points assigned to team}<br />
<br />
:Boring points are calculated as follows:<br />
<br />
:*using time (total hot seat + turn time + retreat time, in seconds, rounded up for each turn)<br />
:*using Blow Torch (3 points each use)<br />
:*using Freeze (14 points each use)<br />
:*using Skip Go (7 points each use)<br />
:*using Girder (3 points each use)<br />
<br />
Due to the way the above calculations work (and the fact that boring points are also used in the entertaining points calculation), a few oddities can occur:<br />
<br />
*If no team uses any super weapons, then the most entertaining team is simply the one with the least boring points.<br />
*In most games, the amount of time taken is the largest contributing factor to the number of boring points the teams are awarded, so the award almost always goes to the slowest player.<br />
*If a team uses a lot of super weapons and causes a lot of damage and kills, but also takes a very long time to perform their turns, then they can actually achieve both the Most Entertaining Team and Most Boring Team awards at the same time!<br />
<br />
All of the above information was obtained from [http://forum.team17.com/showpost.php?p=644292&postcount=8 here]<br />
<br />
{{todo<br />
|Research and add Team awards. For a description of how to add awards, see the edit page.<br />
|Research and add Worm awards}}<br />
{{stub}}</div>Melonhttps://worms2d.info/?title=User:Melon/Schemes&diff=21912User:Melon/Schemes2012-10-15T16:43:00Z<p>Melon: A suggestion for a new schemes page. Discuss on #worms</p>
<hr />
<div>{{ParentArticle|[[Worms 2]] or [[Worms Armageddon]] or [[Worms World Party]]}}<br />
__NOTOC__ __NOEDITSECTION__<br />
==Notable Schemes==<br />
<br />
This section lists notable schemes in the Worms community. A scheme may be considered notable if it has achieved any of the following:<br />
# Widespread popularity or awareness on a global scale<br />
# Has seen a fair amount of use in tournaments<br />
# Major historical significance, even if the scheme is rarely played today<br />
<br />
<!--<br />
**IMPORTANT: Looking to add a scheme you just invented? Please do not add it to the notable section, it can always be moved later if it gains notability**<br />
--><br />
{| border="0" width="100%" |-<br />
|style="vertical-align: top"|<br />
=== Conventional gameplay ===<br />
* [[Intermediate]] / "Normal"<br />
* [[Elite]]<br />
* [[One of Everything]]<br />
* [[Dabble and Fidget]]<br />
* [[WormsLeagueAM]] / AM<br />
* [[WormsLeaguePRO]] / Pro<br />
<br />
=== Weapon specific ===<br />
''Schemes which revolve around just one or two weapons and have little else.''<br />
* [[Bow and Arrows]] / BnA<br />
** [[Mine Madness]] / MM<br />
* [[Burning Girders]]<br />
* [[Comet Dodging Race Wee]] / CDRW<br />
* [[Supersheeper]]<br />
* [[Kami]]<br />
* [[Russian Roulette]]<br />
* [[HominG]]<br />
* [[Banana Zone]]<br />
<br />
=== Artillery ===<br />
''Schemes that mainly focus on long range warfare with limited mobility.''<br />
* [[Bazooka and Grenades]] / BnG<br />
** [[Jetpack BnG]] / JPBnG<br />
* [[Fort]]<br />
* [[Hysteria]]<br />
* [[Holy War]]<br />
<br />
|style="vertical-align: top"|<br />
=== Tactical ===<br />
''Schemes with a more unusual tactical slant than regular schemes.''<br />
* [[Walk for Weapons]] / WFW<br />
* [[Capture The Flag]] / CTF<br />
* [[The One]]<br />
* [[Axis vs. Allies]] / AvA<br />
<br />
=== Racing ===<br />
''Schemes in which victory is attained by reaching a finish line on a special map.''<br />
* [[Rope Race]] / RR<br />
** [[Trick Race]]<br />
* [[Tower Race]]<br />
* [[Bungee Race]]<br />
* [[Boom Race]]<br />
* [[Battle Race]] / BR<br />
* [[Jetpack Race]] / JPR<br />
* [[Wascar]]<br />
* [[Super Sheep Race]] / SSR<br />
* [[Parachute Race]]<br />
* [[Mine Runner]] / MR<br />
* [[Arrow Race]]<br />
<br />
=== Roping ===<br />
''Schemes in which skillful use of the [[ninja rope]] is required every turn.''<br />
* [[Warmer]]<br />
* [[Roper]] / Proper<br />
* [[Ghost Knocking]]<br />
* [[Tube Trap]]<br />
<!-- Do not add shopper variations to this list, especially if you're not going to write an article about them. Variations are already listed in the Shopper article. --><br />
<br />
|style="vertical-align: top"|<br />
=== Shopping ===<br />
''Schemes themed around collecting your weapons from crates.''<br />
* [[Shopper]] / Shoppa<br />
** [[Wall-X-Wall Shopper]] / WxW<br />
* [[Team17 (scheme)|Team17]]<br />
* [[Mole Shopper]]<br />
* [[CrappyCr8s]]<br />
<br />
=== Misc. schemes ===<br />
''These schemes defy your mere attempts at categorisation.''<br />
* [[Worms Golf]]<br />
* [[Plop War]]<br />
* [[Mole Vaulting]]<br />
<br />
=== [[RubberWorm]] schemes ===<br />
''Schemes which depend on some of the features of [[RubberWorm]].''<br />
* [[RubberWorm Mole Shopper]]<br />
* [[Kaos Normal]]<br />
* [[Bows and Clusters]] / BnC<br />
* [[Drown Syndrome]]<br />
* [[1rule]]<br />
* [[Sheeper]]<br />
* [[Digging Race]]<br />
|}<br />
<br />
==Other Schemes==<br />
<br />
Made a scheme? Add it to the following section once you've written an article for it. Schemes without their own article will be removed.<br />
<br />
{| border="0" width="100%" |-<br />
|style="vertical-align: top"|<br />
=== Conventional gameplay ===<br />
* [[Jet Pack War]] / JPW<br />
* [[Sudden Death (scheme)|Sudden Death]]<br />
;: Intermediate variations<br />
: [[Dolly Sheep]]<br />
<br />
=== Weapon specific ===<br />
* [[Zook Training]]<br />
* [[Scramble]]<br />
<br />
=== Artillery ===<br />
;: Hysteria variations<br />
: [[1HP Hysteria]]<br />
: [[Highsteria]]<br />
: [[Hysteria Arsenal]]<br />
: [[Paranoia]]<br />
<br />
|style="vertical-align: top"|<br />
=== Tactical ===<br />
* [[Chess (Sakk)]]<br />
* [[Trench Warfare]]<br />
<br />
=== Racing ===<br />
;: Tower Race variations<br />
: [[Earthquake Tower]]<br />
: [[TnTower]]<br />
<br />
=== Roping ===<br />
None<br />
<br />
|style="vertical-align: top"|<br />
=== Shopping ===<br />
;: Shopper variations<br />
: [[Weird Shopper]]<br />
;: Wall-X-Wall Shopper variations<br />
: [[Balanced WxW]]<br />
: [[Professional WxW]]<br />
;: Team 17 variations<br />
: [[Dynamic Team17]]<br />
: [[RainCrates]]<br />
<br />
=== Misc. schemes ===<br />
* [[Worms Basketball]]<br />
* [[Bricks]]<br />
<br />
|}<br />
<br />
== Other [[RubberWorm]] schemes ==<br />
{| border="0" width="100%" |-<br />
|style="vertical-align: top"|<br />
=== Conventional gameplay ===<br />
* [[Neocombat]]<br />
* [[Jumper]]<br />
<br />
=== Weapon specific ===<br />
None<br />
<br />
=== Artillery ===<br />
;: Fort Variations<br />
: [[Blitz Fort]]<br />
<br />
|style="vertical-align: top"|<br />
=== Tactical ===<br />
None<br />
<br />
=== Racing ===<br />
;: Super Sheep Race variations<br />
: [[Multi Sheep Race]]<br />
<br />
=== Roping ===<br />
<br />
|style="vertical-align: top"|<br />
=== Shopping ===<br />
* [[JetPack Assault]]<br />
* [[Gravity Warfare]]<br />
;: Kaos variations<br />
: [[DBC's Kaos]]<br />
<br />
=== Misc. schemes ===<br />
* [[WeaponXpress]]<br />
** [[Nanageddon]]<br />
* [[Snooker]]<br />
;: Plop War variations<br />
: [[Plop War Rubber Version]]<br />
|}<br />
<br />
== See also ==<br />
* [[Worms Scheme Contest]]<br />
* [[Etiquette#Scheme rules|Scheme rules]]<br />
<br />
== External links ==<br />
* [http://stats.worms2d.info/hbschemes.html HostingBuddy scheme popularity history]<br />
<br />
----<br />
<br />
----<br />
<br />
=== A note ===<br />
<br />
Nobody's added a page for the following schemes in a couple of years, so should they really stay? I'd suggest trashing them:<br />
<br />
* [[AIDS War]]<br />
* [[Clockworm Orange]]<br />
* [[Shotgun Race]]<br />
* [[Battyrope Race]]<br />
* [[Sheep Fort]]<br />
* [[Dominator]]<br />
* [[Worms: Total War]]<br />
* [[Gravity Shopper]]<br />
* [[Rubber BnG]]<br />
* [[Big Knocker]]</div>Melonhttps://worms2d.info/?title=Game_logic&diff=21886Game logic2012-10-13T16:50:51Z<p>Melon: /* 14px Worms 2 */ Link to W2 cheats page</p>
<hr />
<div>{{ParentArticle|[[Worms 2]], [[Worms Armageddon]], [[Worms World Party]], [[Worms]], or [[Worms: The Directors Cut]]}}<br />
__NOTOC__<br />
== Common information ==<br />
* [[Tricks and glitches (second generation)]]<br />
* [[Tricks and glitches (first generation)]]<br />
* [[Cheats (first generation)]]<br />
{{gap}}<br />
* [[Weapons]]<br />
* [[Automatically selected weapons]]<br />
* [[Animal Jumping]]<br />
* [[Crate Probability]]<br />
* [[Explosion Bias]]<br />
* [[Wind]]<br />
* [[Fall Damage]]<br />
* [[Sudden Death]]<br />
* [[Poison]]<br />
{{gap}}<br />
* [[:Category:Miscellaneous research notes|Miscellaneous research notes]]<br />
{{gap}}<br />
* [[Team scores]]<br />
* [[Post-game awards]]<br />
* [[Missions]]<br />
* [[Deathmatch]]<br />
* [[Soundbanks]]<br />
* [[Soundbanks (first generation, Amiga)]]<br />
* [[Backgrounds]]<br />
<br />
== Game-specific information (second generation) ==<br />
=== [[Image:Worms2_icon_orig.gif|14px]] Worms 2 ===<br />
* [[Options file settings]]<br />
* [[Weapons file settings]]<br />
* [[Frontend structure (Worms 2)|Frontend structure]]<br />
<br />
* [[Network protocol (Worms 2)|Network protocol]]<br />
* [[WormNET (Worms 2)|WormNET]]<br />
* [[Cheats (Worms 2)|Cheats]]<br />
<br />
=== [[Image:WA_icon.png|14px]] Worms Armageddon ===<br />
* [[Version emulation]]<br />
* [[TestStuff]]<br />
* [[BattyRope]]<br />
* [[150% speed]]<br />
* [[WA versions list]]<br />
<br />
* [[Frontend structure (Worms Armageddon)|Frontend structure]]<br />
* [[WA character table]]<br />
* [[WormNET flags]]<br />
<br />
* [[Network protocol (Worms Armageddon)|Network protocol]]<br />
* [[WormNET (Worms Armageddon)|WormNET]]<br />
<br />
=== [[Image:WWP_icon.png|14px]] Worms World Party ===<br />
* [[Frontend structure (Worms World Party)|Frontend structure]]<br />
* [[Frontend structure (WWP Dreamcast)|Frontend structure (Dreamcast version)]]<br />
* [[Frontend structure (WWP GBA)|Frontend structure (Gameboy Advance version)]]<br />
<br />
* [[Wormpot]]<br />
<br />
* [[Network protocol (Worms World Party)|Network protocol]]<br />
* [[WormNET2]]<br />
<br />
== Game-specific information (first generation) ==<br />
<br />
=== [[Image:Icon_worms.gif|14px]] Worms ===<br />
* [[Frontend structure (Worms Amiga)|Frontend structure (Amiga and CD32 versions)]]<br />
* [[Frontend structure (Worms MS-DOS/PSone)|Frontend structure (MS-DOS and PlayStation versions)]]<br />
* [[Frontend structure (Worms SNES/MegaDrive)|Frontend structure (Super Nintendo and Sega MegaDrive/Genesis versions)]]<br />
* [[Frontend structure (Worms Game Boy)|Frontend structure (Game Boy version)]]<br />
<br />
=== [[Image:Wormsdc_icon.png|14px]] Worms: The Director's Cut ===<br />
* [[Frontend structure (WormsDC)|Frontend structure]]<br />
* [[Options file settings (WormsDC)|Options file settings]]<br />
* [[List of weapon names in Monkey Mode]]<br />
<br />
== See also ==<br />
* [[File formats]]</div>Melonhttps://worms2d.info/?title=Game_logic&diff=21884Game logic2012-10-13T16:26:32Z<p>Melon: /* Common information */ Link to Deathmatch page</p>
<hr />
<div>{{ParentArticle|[[Worms 2]], [[Worms Armageddon]], [[Worms World Party]], [[Worms]], or [[Worms: The Directors Cut]]}}<br />
__NOTOC__<br />
== Common information ==<br />
* [[Tricks and glitches (second generation)]]<br />
* [[Tricks and glitches (first generation)]]<br />
* [[Cheats (first generation)]]<br />
{{gap}}<br />
* [[Weapons]]<br />
* [[Automatically selected weapons]]<br />
* [[Animal Jumping]]<br />
* [[Crate Probability]]<br />
* [[Explosion Bias]]<br />
* [[Wind]]<br />
* [[Fall Damage]]<br />
* [[Sudden Death]]<br />
* [[Poison]]<br />
{{gap}}<br />
* [[:Category:Miscellaneous research notes|Miscellaneous research notes]]<br />
{{gap}}<br />
* [[Team scores]]<br />
* [[Post-game awards]]<br />
* [[Missions]]<br />
* [[Deathmatch]]<br />
* [[Soundbanks]]<br />
* [[Soundbanks (first generation, Amiga)]]<br />
* [[Backgrounds]]<br />
<br />
== Game-specific information (second generation) ==<br />
=== [[Image:Worms2_icon_orig.gif|14px]] Worms 2 ===<br />
* [[Options file settings]]<br />
* [[Weapons file settings]]<br />
* [[Frontend structure (Worms 2)|Frontend structure]]<br />
<br />
* [[Network protocol (Worms 2)|Network protocol]]<br />
* [[WormNET (Worms 2)|WormNET]]<br />
<br />
=== [[Image:WA_icon.png|14px]] Worms Armageddon ===<br />
* [[Version emulation]]<br />
* [[TestStuff]]<br />
* [[BattyRope]]<br />
* [[150% speed]]<br />
* [[WA versions list]]<br />
<br />
* [[Frontend structure (Worms Armageddon)|Frontend structure]]<br />
* [[WA character table]]<br />
* [[WormNET flags]]<br />
<br />
* [[Network protocol (Worms Armageddon)|Network protocol]]<br />
* [[WormNET (Worms Armageddon)|WormNET]]<br />
<br />
=== [[Image:WWP_icon.png|14px]] Worms World Party ===<br />
* [[Frontend structure (Worms World Party)|Frontend structure]]<br />
* [[Frontend structure (WWP Dreamcast)|Frontend structure (Dreamcast version)]]<br />
* [[Frontend structure (WWP GBA)|Frontend structure (Gameboy Advance version)]]<br />
<br />
* [[Wormpot]]<br />
<br />
* [[Network protocol (Worms World Party)|Network protocol]]<br />
* [[WormNET2]]<br />
<br />
== Game-specific information (first generation) ==<br />
<br />
=== [[Image:Icon_worms.gif|14px]] Worms ===<br />
* [[Frontend structure (Worms Amiga)|Frontend structure (Amiga and CD32 versions)]]<br />
* [[Frontend structure (Worms MS-DOS/PSone)|Frontend structure (MS-DOS and PlayStation versions)]]<br />
* [[Frontend structure (Worms SNES/MegaDrive)|Frontend structure (Super Nintendo and Sega MegaDrive/Genesis versions)]]<br />
* [[Frontend structure (Worms Game Boy)|Frontend structure (Game Boy version)]]<br />
<br />
=== [[Image:Wormsdc_icon.png|14px]] Worms: The Director's Cut ===<br />
* [[Frontend structure (WormsDC)|Frontend structure]]<br />
* [[Options file settings (WormsDC)|Options file settings]]<br />
* [[List of weapon names in Monkey Mode]]<br />
<br />
== See also ==<br />
* [[File formats]]</div>Melonhttps://worms2d.info/?title=Deathmatch&diff=21883Deathmatch2012-10-13T16:26:18Z<p>Melon: {{ParentArticle}}</p>
<hr />
<div>{{ParentArticle|[[Game logic]]}}<br />
<br />
'''Deathmatch''' is a single player mode in [[Worms Armageddon]] and [[Worms World Party]] that has ranks and uses the [[Intermediate]] scheme. Every victory will increase your team's rank, but if the match is a draw or you lose, your rank will decrease. Quitting the game will count as losing, but causing it to crash or otherwise taking the game down will not decrease your rank. The best rank is Elite and the worst is Absolute Beginner.<br />
<br />
== Deathmatch ranks ==<br />
There are 21 ranks. They are listed below in crescent order (0-20)<br />
__TOC__<br />
=== Absolute beginner ===<br />
Rank 0<br />
{| class="sortable" width="30%"<br />
|-<br />
! Level !! Team !! Worms<br />
|-<br />
| Human || Yours || 8<br />
|-<br />
| 1 || ROYALTY || 1<br />
|-<br />
| 1 || TEAM17 || 1<br />
|-<br />
| 1 || NASTY CREW || 1<br />
|-<br />
|}<br />
<br />
=== Beginner ===<br />
Rank 1<br />
{| class="sortable" width="30%"<br />
|-<br />
! Level !! Team !! Worms<br />
|-<br />
| Human || Yours || 8<br />
|-<br />
| 1 || ROYALTY || 2<br />
|-<br />
| 1 || TEAM17 || 1<br />
|-<br />
| 1 || NASTY CREW || 1<br />
|-<br />
|}<br />
=== Inexperienced ===<br />
Rank 2<br />
{| class="sortable" width="30%"<br />
|-<br />
! Level !! Team !! Worms<br />
|-<br />
| Human || Yours || 8<br />
|-<br />
| 1 || ROYALTY || 2<br />
|-<br />
| 1 || TEAM17 || 2<br />
|-<br />
| 1 || NASTY CREW || 2<br />
|-<br />
|}<br />
=== Rookie ===<br />
Rank 3<br />
{| class="sortable" width="30%"<br />
|-<br />
! Level !! Team !! Worms<br />
|-<br />
| Human || Yours || 8<br />
|-<br />
| 1 || ROYALTY || 2<br />
|-<br />
| 1 || TEAM17 || 2<br />
|-<br />
| 1 || NASTY CREW || 2<br />
|-<br />
| 1 || DODGY 8 || 2<br />
|-<br />
|}<br />
=== Novice ===<br />
Rank 4<br />
{| class="sortable" width="30%"<br />
|-<br />
! Level !! Team !! Worms<br />
|-<br />
| Human || Yours || 8<br />
|-<br />
| 2 || ROYALTY || 2<br />
|-<br />
| 1 || TEAM17 || 2<br />
|-<br />
| 1 || NASTY CREW || 2<br />
|-<br />
| 1 || DODGY 8 || 2<br />
|-<br />
| 1 || VENOM || 2<br />
|-<br />
|}<br />
=== Below average ===<br />
Rank 5<br />
{| class="sortable" width="30%"<br />
|-<br />
! Level !! Team !! Worms<br />
|-<br />
| Human || Yours || 8<br />
|-<br />
| 2 || ROYALTY || 4<br />
|-<br />
| 1 || TEAM17 || 4<br />
|-<br />
| 1 || NASTY CREW || 2<br />
|-<br />
|}<br />
=== Average ===<br />
Rank 6<br />
{| class="sortable" width="30%"<br />
|-<br />
! Level !! Team !! Worms<br />
|-<br />
| Human || Yours || 8<br />
|-<br />
| 3 || ROYALTY || 6<br />
|-<br />
| 1 || TEAM17 || 4<br />
|-<br />
|}<br />
=== Reasonable ===<br />
Rank 7<br />
{| class="sortable" width="30%"<br />
|-<br />
! Level !! Team !! Worms<br />
|-<br />
| Human || Yours || 6<br />
|-<br />
| 3 || ROYALTY || 2<br />
|-<br />
| 3 || TEAM17 || 2<br />
|-<br />
| 2 || NASTY CREW || 4<br />
|-<br />
|}<br />
=== Above average ===<br />
Rank 8<br />
{| class="sortable" width="30%"<br />
|-<br />
! Level !! Team !! Worms<br />
|-<br />
| Human || Yours || 6<br />
|-<br />
| 5 || ROYALTY || 4<br />
|-<br />
| 1 || TEAM17 || 6<br />
|-<br />
|}<br />
=== Fairly competent ===<br />
Rank 9<br />
{| class="sortable" width="30%"<br />
|-<br />
! Level !! Team !! Worms<br />
|-<br />
| Human || Yours || 6<br />
|-<br />
| 4 || ROYALTY || 2<br />
|-<br />
| 4 || TEAM17 || 2<br />
|-<br />
| 4 || NASTY CREW || 2<br />
|-<br />
| 3 || DODGY 8 || 2<br />
|-<br />
| 2 || VENOM || 2<br />
|-<br />
|}<br />
=== Competent ===<br />
Rank 10<br />
{| class="sortable" width="30%"<br />
|-<br />
! Level !! Team !! Worms<br />
|-<br />
| Human || Yours || 6<br />
|-<br />
| 4 || ROYALTY || 6<br />
|-<br />
| 2 || TEAM17 || 2<br />
|-<br />
| 2 || NASTY CREW || 2<br />
|-<br />
|}<br />
=== Highly Competent ===<br />
Rank 11<br />
{| class="sortable" width="30%"<br />
|-<br />
! Level !! Team !! Worms<br />
|-<br />
| Human || Yours || 6<br />
|-<br />
| 4 || ROYALTY || 4<br />
|-<br />
| 3 || TEAM17 || 3<br />
|-<br />
| 3 || NASTY CREW || 2<br />
|-<br />
| 3 || DODGY 8 || 1<br />
|-<br />
|}<br />
=== Veteran ===<br />
Rank 12<br />
{| class="sortable" width="30%"<br />
|-<br />
! Level !! Team !! Worms<br />
|-<br />
| Human || Yours || 6<br />
|-<br />
| 4 || ROYALTY || 8<br />
|-<br />
| 4 || TEAM17 || 1<br />
|-<br />
| 1 || NASTY CREW || 1<br />
|-<br />
|}<br />
=== Distinguished ===<br />
Rank 13<br />
{| class="sortable" width="30%"<br />
|-<br />
! Level !! Team !! Worms<br />
|-<br />
| Human || Yours || 4<br />
|-<br />
| 5 || ROYALTY || 4<br />
|-<br />
| 1 || TEAM17 || 4<br />
|-<br />
|}<br />
=== Highly Distinguished ===<br />
Rank 14<br />
{| class="sortable" width="30%"<br />
|-<br />
! Level !! Team !! Worms<br />
|-<br />
| Human || Yours || 4<br />
|-<br />
| 5 || ROYALTY || 2<br />
|-<br />
| 4 || TEAM17 || 2<br />
|-<br />
| 4 || NASTY CREW || 2<br />
|-<br />
| 4 || DODGY 8 || 2<br />
|-<br />
| 4 || VENOM || 2<br />
|-<br />
|}<br />
=== General ===<br />
Rank 15<br />
{| class="sortable" width="30%"<br />
|-<br />
! Level !! Team !! Worms<br />
|-<br />
| Human || Yours || 4<br />
|-<br />
| 5 || ROYALTY || 4<br />
|-<br />
| 4 || TEAM17 || 4<br />
|-<br />
|}<br />
=== Major ===<br />
Rank 16<br />
{| class="sortable" width="30%"<br />
|-<br />
! Level !! Team !! Worms<br />
|-<br />
| Human || Yours || 4<br />
|-<br />
| 5 || ROYALTY || 4<br />
|-<br />
| 4 || TEAM17 || 4<br />
|-<br />
| 3 || NASTY CREW || 2<br />
|-<br />
|}<br />
=== Field Marshall ===<br />
Rank 17<br />
{| class="sortable" width="30%"<br />
|-<br />
! Level !! Team !! Worms<br />
|-<br />
| Human || Yours || 4<br />
|-<br />
| 5 || ROYALTY || 8<br />
|-<br />
| 1 || TEAM17 || 2<br />
|-<br />
|}<br />
=== Hero ===<br />
Rank 18<br />
{| class="sortable" width="30%"<br />
|-<br />
! Level !! Team !! Worms<br />
|-<br />
| Human || Yours || 4<br />
|-<br />
| 5 || ROYALTY || 6<br />
|-<br />
| 4 || TEAM17 || 6<br />
|-<br />
|}<br />
=== Superstar ===<br />
Rank 19<br />
{| class="sortable" width="30%"<br />
|-<br />
! Level !! Team !! Worms<br />
|-<br />
| Human || Yours || 2<br />
|-<br />
| 5 || ROYALTY || 5<br />
|-<br />
| 4 || TEAM17 || 4<br />
|-<br />
| 3 || NASTY CREW || 3<br />
|-<br />
| 2 || DODGY 8 || 2<br />
|-<br />
| 1 || VENOM || 1<br />
|-<br />
|}<br />
=== Elite ===<br />
Rank 20<br />
{| class="sortable" width="30%"<br />
|-<br />
! Level !! Team !! Worms<br />
|-<br />
| Human || Yours || 2<br />
|-<br />
| 5 || ROYALTY || 5<br />
|-<br />
| 5 || TEAM17 || 4<br />
|-<br />
| 5 || NASTY CREW || 3<br />
|-<br />
| 5 || DODGY 8 || 2<br />
|-<br />
| 5 || VENOM || 1<br />
|-<br />
|}</div>Melonhttps://worms2d.info/?title=Fall_Damage&diff=21850Fall Damage2012-10-12T20:52:22Z<p>Melon: /* Activation "failure" */ I was confused by this, so I've clarified it.</p>
<hr />
<div>{{ParentArticle|[[Game logic]]}}<br />
There really is no maximum fall damage — there's a maximum vertical speed, and it's normally at this impact speed that the highest fall damage is reached. With TestStuff5, there's no maximum speed. The maximum fall damage with TestStuff5 should be 32767/18 = 1820 (at extremely high speeds the damage will be pseudo-randomized due to integer truncation, but it'll always be <= 1820). [http://forum.team17.com/showpost.php?p=642019&postcount=66]<br />
<br />
== Fall Damage Formulas ==<br />
Here is the exact formula, in BASIC parlance:<br />
<br />
'''FDCOEF = (FDBYTE * 50) mod 256'''<br />
<br />
'''DAMAGE = INT(((VSPEED - 8 + 1/65536) * FDCOEF + 18) / 18)'''<br />
<br />
'''VSPEED''' is the vertical speed at impact in pixels per frame. The normal maximum for this 32. So using the standard values for everything:<br />
'''DAMAGE = INT(((32 - 8 + 1/65536) * 50 + 18) / 18) = 67'''<br />
<br />
'''Note:''' With a value of '''FDCOEF=0''', this formula gives a '''DAMAGE=1'''. However, W:A treats this as an exception — '''FDCOEF=0''' disables fall damage completely.<br />
<br />
Here is the reverse formula, covering values of '''FDPERCENT''' ranging from 0 to 508 in increments of 4:<br />
'''FDBYTE = ((FDPERCENT / 4) * 41) mod 128'''<br />
<br />
<br />
Before [[Deadcode]]'s fixes, W:A used to use this formula instead:<br />
'''DAMAGE = INT((VSPEED - 7) * FDCOEF) / 18'''<br />
This yields a standard max fall damage of 69 instead of 67.<br />
<br />
== Activation "failure" ==<br />
{{ReplayBox|Fall Damage Activation.WAgame|Video-info about Fall Damage|activation with 508% fall damage setting.}}<br />
<br />
An intentional feature added by Team17 prevents fall damage from being applied the first time the worm hits the ground after being hit with an explosion. Without this feature, a lot more inconsistency from damage taken from explosions would happen (because fall damage works based on the velocity, not the distance travelled). Note that this "failure" only happens with explosions (and not with punches or arrows).<br />
<br />
If you're looking to maximise the damage done with an explosive weapon by having it throw the enemy worm high into the air, you should aim to try and have the worm bounce off of a wall on his way up so that he receives fall damage on the way down.<br />
<br />
[http://forum.team17.com/showthread.php?p=723112#post723112 Discussion thread]</div>Melonhttps://worms2d.info/?title=Worms_Armageddon_mission_file&diff=21845Worms Armageddon mission file2012-10-11T22:09:44Z<p>Melon: /* 3. The [Options] Group */ TurnEndFinishesGame + WeaponsDontEndTurn = 1 shot per shotgun and longbow ammo</p>
<hr />
<div>{{ParentArticle|[[File formats]]}}<br />
<br />
The Worms Armageddon mission file is the file format used to store missions. It contains many typos and spelling errors; so any typos in this page are more likely to be mistakes in the actual format than typos in the documentation.<br />
<br />
Mission files in a disc installation of Worms Armageddon are located on the CD. Which map is used appears to be hard-coded (not usually the same one as the mission filename), as are names and descriptions. This makes making custom missions a bit of a pain. However, below is an almost-complete documentation on the file format. A few notes from Worms World Party are also mentioned due to its mission editor existing, but this documentation is NOT comprehensive for the WWP file format which has many additions and a few alterations (especially of unused or little-known options). In the future, WWP additions may be listed at the bottom of this page.<br />
<br />
== Mission Groups ==<br />
All mission settings are organized under main groups according to their type. These groups always appear in the same order in official missions. (it is uncertain if the ordering matters)<br />
<br />
Not all the of the groups are vital for the mission to work. The '''[CPUTeam''#'']''', '''[Event''####'']''', and '''[Sequence''####'']''' may have multiple instances in the file, and the group seems to be ignored if the number is zero so make sure it's positive. <br />
<br />
Typos and many other errors appear to be silently ignored, which isn't great for manual debugging, especially since the file format is filled with them in the first place.<br />
<br />
=== 1. The [Mission] Group ===<br />
This contains the overview of the mission itself. Not yet particularly well-documented on the whole.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || MissionNumber= || Corresponds to the 0-indexed mission number; probably unused in game (untested).<br />
|-<br />
| int || WinningCondition= || What you need to do in order to win the mission.<br />
* 0: Kill all CPU controlled teams, you do not need to survive if the last CU controlled worm dies at the same time, it will still count as a success.<br />
* 1: Destroy a vital crate or team. Collecting the vital crate counts as a failure.<br />
* 2: Survival: A red-coloured team must be alive when the mission ends.<br />
* 3: Mission must be terminated (using event or sequence).<br />
|-<br />
| int || WinningWeapon= || Unknown, unused?<br />
|}<br />
<br />
=== 2. The [Description] Group ===<br />
This contains details about the description of the mission. Again, not at all well-documented.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || Name= || Index of the mission name, description, map file, and thumbnail. Position in the list of missions is hardcoded by filename it seems. For training missions, this is ONLY used for the map file; the rest of the data is hardcoded by filename.<br />
|-<br />
| int || Difficulty= || Not used. Apparently the difficulty rating for the mission?<br />
|}<br />
<br />
=== 3. The [Options] Group ===<br />
This contains the bulk of the scheme options for the mission. It's pretty comprehensive, containing many features not in the normal scheme format. Many of the values work differently to in the standard scheme format, so read the value descriptions carefully. Most of these are documented well but it is unknown what the upper and lower limits are for many of them; value ranges acceptable in the WWP mission editor are included where it is not obvious.<br />
<br />
Fun fact: Enabling both TurnEndFinishesGame and WeaponsDontEndTurn makes the [[Shotgun]] and [[Longbow]] only have one shot per ammo, essentially using up ammo twice as quickly.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || FallDamage= || Sets the [[Fall Damage]].<br />
|-<br />
| bool || DisplayRoundTime= || Boolean. 1 to display the round time.<br />
|-<br />
| bool || EnableActionReplay= || Boolean. 1 to show action replays.<br />
|-<br />
| int || LandRetreatTime= || The retreat time in seconds for weapons fired from land.<br />
|-<br />
| int || RopeRetreatTime= || The retreat time in seconds for weapons fired from a rope.<br />
|-<br />
| int || RoundTime= || Round time. If the value is positive, it represents time in minutes; negative values represent time in seconds.<br />
|-<br />
| int || TurnTime= || Turn time. Appears to be formatted like the one in the scheme file, ie signed with negative representing infinite, as it won't let me enter a value greater than 126 in the WWP mission editor.<br />
|-<br />
| int || MineFuse= || Mine fuse in seconds, values are 0-3 or 5-127. Negative values, values above 127, or 4, produce random fuse lengths between 0 and 3 seconds.<br />
|-<br />
| int || ObjectType= || Always 0 in default mission files, as they place their objects manually. Probably as in scheme files, ie 0 for no objects, 1 for mines, 2 for barrels, 5 for both, but not tested. Objects would be placed in the same place every time due to random seed being set.<br />
|-<br />
| int || WeaponCrateDrops= || Weapon crate drop probability. Seems to work the same as in scheme files - see [[Crate probability]]<br />
|-<br />
| int || HealthCrateDrops= || Ditto, for health crates.<br />
|-<br />
| int || UtilityCrateDrops= || Ditto, for utility crates.<br />
|-<br />
| int || HealthCrateEnergy= || Set default value for energy obtained from health crates. Setting this to zero (or not including it) makes the default 15. <br />
|-<br />
| bool || EnableSecretWeapons= || 1 if super weapons are available from crates; 0 if not.<br />
|-<br />
| int || SuddenDeathWaterRise= || Water rise rate in pixels.<br />
|-<br />
| int || SuddenDeathWormDamage= || Worm damage in sudden death per turn. Positive values are absolute health values. -1 is all but one. Either 0 is "none", WWP mission editor seems to have a bug in this respect where it will set none to 1, more testing required.<br />
|-<br />
| int || SuddenDeathType= || 0 = end round. 1 = nuke. 2 and 3 = no nuke - water rise and worm damage honoured in both cases. More testing required.<br />
|-<br />
| int || PauseBetweenTurns= || Hotseat time in seconds.<br />
|-<br />
| int || GirderRadius= || Girder placement radius in pixels. 0 = infinite range.<br />
|-<br />
| bool || WormSelect= || 0 = worms in order, 1 = user worm select, 2 = random turn order.<br />
|-<br />
| int || JetPackTimeLimit= || The amount of fuel in the jetpack. Do not include this parameter if you wish to use the default fuel (30). Setting this value to zero will give infinite fuel, the fuel counter starts at zero and goes up as you use it.<br />
|-<br />
| bool || WeaponsDontEndTurn= || 1 if weapons don't end your turn, 0 otherwise.<br />
|-<br />
| bool || PauseTimerWhileFiring= || 1 if timer is paused during firing, 0 otherwise.<br />
|-<br />
| bool || TurnEndFinishesGame= || 1 if ending your turn finishes the mission.<br />
|-<br />
| bool || LossOfControlDoesntEndTurn= || 1 if losing control doesn't cause the turn to end, 0 otherwise.<br />
|-<br />
| bool || Score= || 1 if score displayed ingame; 0 otherwise.<br />
|-<br />
| bool || Sheep= || Enables the "All crates contain sheep" cheat. When exploded, crates will throw out a sheep regardless of the crate contents.<br />
|}<br />
<br />
=== 4. The [Enviroment] Group ===<br />
This contains information about the environment of the landscape. Once again, reasonably documented, but value limits are not known.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| string || LandFile= || Seems to always be data\land.dat<br />
|-<br />
| int || Wind= || Maximum wind out of 100. If -1, fixed wind is enabled.<br />
|-<br />
| int || FixedWind= || If Wind = -1, this is a value between -100 and 100 representing the fixed wind, with -100 being full left and 100 being full right.<br />
|-<br />
| int || Friction= || The opposite of friction. Default is 96. WWP mission editor values: ice = 99, mud = 98, stone = 96, rubber = 50, glue = 1. Values above 100 is anti-friction, meaning the objects will actually speed up as they slide. This can cause some slides to never end though, like in this [[File:Friction255.WAgame|replay (where friction is set to 255)]].<br />
|-<br />
| bool || IndestructableBorder= || [sic]. 1 if indestructible border around whole level, 0 if not.<br />
|-<br />
| bool || IndestructableLandscape= || [sic]. 1 if indestructible landscape, 0 if not.<br />
|-<br />
| int || LogicRandomSeed= || The starting random seed. 12345 is used for most WA missions; 0 for WWP custom missions. Doesn't really matter.<br />
|-<br />
| bool || AlliedGroupToGoFirst= || Which allied group is first to have a turn.<br />
|-<br />
| int || Sound= || Track number on disc of ambient audio track to play during mission. Values out of range (of 1-11) appear to choose random BGM.<br />
|-<br />
|}<br />
<br />
=== 5. The [Teams] Group ===<br />
Very small group describing the number of teams in the mission.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamsInMission= || Simply, the number of teams in the mission. The game does appear to use this; one mission has a fifth team defined that isn't used due to this being 4; and if this is set too high, the game spawns 1-worm CPU teams in "random" places on the map. Trying to set this value higher than 6 will cause WA to produce an error message when trying to load the mission that the number of teams is too high, then run the mission with only 6 teams. Values less than 1 will cause the mission to load with 1 team.<br />
|-<br />
|}<br />
<br />
=== 6. The [HumanTeam] Group ===<br />
The group describing the human team.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team. No out-of-bounds checking is done on this number, so a value outside of 0-8 will cause a fatal crash. A value of zero will cause the team to spawn with zero worms, causing the team bar to shrink and then drop off the bottom of the screen immediately, much like what happens when a team is wiped out normally.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. Any negative number or number larger then 32,767 is infinite, however you can collect more ammo from crates letting you go above 32,767, if for some reason you think you'll need more ammo.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. Like ammo, this can be set to an infinite value if you want to render it unusable with a negative value or value higher than 32,767. Providing a delay to instant effect utilities will prevent them from triggering until the delay runs out.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. Negative values wrap around to large numbers, e.g. a setting of -1 gives a worm 65535 health, although this will display as 9999. A worm starting with 0 energy will immediately die.<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || 1 if placed as per the options below, 0 if "randomly" placed (obviously based on the same seed each game so not random at all).<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm. <br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm.<br />
|-<br />
| bool || Worm''#''_Vital= || 1 for vital worm; 0 for not. Appears to have no effect for the human team, but some missions have it anyway. That's probably the source of the "killing your worm as well wins the mission" bug in some versions of mission 14 - this option was expected to work when it didn't.<br />
|}<br />
<br />
=== 7. The [CPUTeam''#''] Group ===<br />
Any number of groups describing CPU teams. Presumably limited to five of these.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamNameNumber= || The team name. You can choose from the following values, any value not listed will be treated as 0:<br />
* 0 = Cannon Fodder<br />
* 1 = Commandos<br />
* 2 = Elite<br />
* 3 = Enemy<br />
* 4 = Guardsmen<br />
* 5 = Gunners<br />
* 6 = Officers<br />
* 7 = Patrol<br />
* 8 = Platoon<br />
* 9 = Resistance<br />
* 10 = Special Forces<br />
|-<br />
| int || TeamSkill= || CPU skill. Setting this value to 0 will cause the team to be player controlled, missions will end if all player controlled teams die. Setting this to 101-120 will result in what appears to be a hyper-accurate 6th skill that exhibits some peculiarities, it loves to aim for its own alliance teammates (including you), but will only actually fire the shot if it thinks it's going to miss because there is land in the way. This can result in some unintended friendly fire (for example, firing an uzi when there is a thin strip of land in the way, so later bullets hit). Other invalid values can cause strange behaviour and should not be used. The team's flag is determined by this setting:<br />
* 1-20 = CPU1<br />
* 21-40 = CPU2<br />
* 41-60 = CPU3<br />
* 61-80 = CPU4<br />
* 81-100 = CPU5<br />
* 0 or 101-120: Default flag<br />
* Other values: No flag (a big black rectangle is drawn)<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team. Invalid values causes crashes.<br />
|-<br />
| int || SoundBank= || Supposedly sets the soundbank for the team, but is ignored. The default soundbank is always used.<br />
|-<br />
| int || Flag= || Supposedly selects the flag, but this is ignored. Flags are selected through the TeamSkill parameter.<br />
|-<br />
| int || GraveStone= || Supposedly selects the gravestone used by the team, but this is ignored. It is not possible to change gravestones.<br />
|-<br />
| int || AlliedGroup= || Allied group of the team. 0 is red, 1 is blue, etc. Use the values 0-5 for each of the 6 team colours. Setting a CPU team's group to 0 will result in a computer team allied to you, which follows the usual rules of alliances in matches (NOTE: You will gain access to any weapons granted to this team as you will both share an inventory). If a CPU team is allied with you, the mission will still immediately fail if the player team is wiped out. Setting the value to 6 or 7 will result in the mission immediately aborting as a failure. For some reason, starting a match with a team of alliance 8 present will set your game volume to 0. Note that other values can cause horrible sprite issues, inactive teams using large fonts for their name text, and all other manner of Lovecraftian horror.<br />
|-<br />
| bool || MissionVital= || Set to 1 if team is vital to a mission. This will produce a team of hat-wearing "VIP" worms that cannot act and will cause the immediate surrender of any allied teams when all of the worms in the team die. This includes making the player team surrender resulting in a mission failure if a VIP team is allied with them. Note that VIP worms will always wear a red hat, regardless of the colour team they are allied with.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. -1 is infinite.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. 0 or not present for no delay.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. Negative values wrap around to large numbers, e.g. a setting of -1 gives a worm 65535 health, although this will display as 9999. A worm starting with 0 energy will immediately die.<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm. A negative value counts as "infinite", which will take a worm to 1 hit point after the first turn, as poison/disease will not kill a worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || Unlike the human team, this option is ignored for CPU teams and is always set to 1. This is due to a bug fix in the [[Worms_Armageddon_ReadMe_(English)/v3.6.26.4_Beta_Update|v3.6.26.4_Beta_Update]] for mission #26 "Mad Cows". If you want to "randomly" place CPU team worms, don't provide any X and Y co-ordinates.<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm.<br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm. Worms placed in the air and will "snap to ground" when the mission is loaded. Starting a worm stuck inside the ground will cause it to default to co-ordinates that appear to be something like (0, -200), causing the worm to get trapped outside of cavern levels. There are no sensibility checks on the co-ordinates you provide.<br />
|-<br />
| int || Worm''#''_NameNumber= || The worm name. You can choose from the following values, any value not listed will be treated as 0:<br />
* 0 = Sentry<br />
* 1 = Guard<br />
* 2 = Sniper<br />
* 3 = Grenadier<br />
* 4 = Field Soldier<br />
* 5 = Artillery<br />
* 6 = Captain<br />
* 7 = Secret Agent<br />
* 8 = Major<br />
* 9 = General<br />
* 10 = Field Marshall<br />
* 11 = Assassin<br />
|-<br />
| int || Worm''#''_FixedWeapon= || The weapon ID of the fixed weapon. 0 for normal free CPU choice.<br />
|-<br />
| int || Worm''#''_ActionRadius= || The distance away from itself the CPU takes into account. 0 = no range limitation?<br />
|-<br />
| bool || Worm''#''_Vital= || 1 if the worm is vital to the mission, 0 otherwise. If a vital worm is killed, all allied teams surrender. Might not work with allies to the human team.<br />
|-<br />
|}<br />
<br />
=== 8. The [Events] Group ===<br />
Definitely not required, this group.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TotalNumberOfEvents= || Supposed to be the total number of events, but actually wrong in some of the few missions it even appears in. This value is ignored anyway.<br />
|-<br />
|}<br />
<br />
=== 9. The [Event''####''] Group ===<br />
Events happen independently of each other after a certain number of turns. If more than one event exists for a given turn, they are executed in numerical order. Note that possibly due to a bug or possibly by design, events must appear in the order in which they occur - so if a turn 0 event appears after a turn 1 event, the turn 0 event will not be executed.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TypeOfEvent= || See [[#Event Types|Event Types]]<br />
|-<br />
| int || Turn= || Will cause this event to activate before the nth turn (starting from turn 0 being the first).<br />
|-<br />
| int || Retries= || Causes the event to activate if the number of attempts is equal to or higher than this number. Allows additional events to occur in silver and bronze medal missions (bronze = 1, silver = 4).<br />
|-<br />
| int || [[#Text_String_Index|Text_String_Index]]= || The string index to use for event type 10.<br />
|-<br />
| bool || EventEnd= || Used as a final dummy event to signify the end of the list of events. Not sure if the game likes this being absent or not.<br />
|-<br />
| int || PlaceWeapon_Bonus_Points= || The number of points you get for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_TurnExtension= || The extension to your turn time for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_RoundExtention= || Appears in official mission files but does nothing, even if you fix the typo.<br />
|-<br />
| int || PlaceWeapon_XPosition= || X position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_YPosition= || Y position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_OnGround= || 1 if the weapon crate spawns on the ground beneath the coords (much faster, please do this) or 0 if it falls from the coords.<br />
|-<br />
| int || [[#PlaceWeapon_Contents|PlaceWeapon_Contents]]= || The weapon ID that is in the crate.<br />
|-<br />
| bool || PlaceWeapon_Marked= || 1 if the weapon crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceWeapon_Vital= || 1 if the weapon crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceWeapon_Ammo= || The ammunition of the weapon in the crate, -1 for infinite.<br />
|-<br />
| int || PlaceHealth_Bonus_Points= || The number of points you get for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_TurnExtention= || The extension to your turn time for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_RoundExtention= || Appears in official mission files but does nothing, even if you fix the typo.<br />
|-<br />
| int || PlaceHealth_XPosition= || X position of health crate.<br />
|-<br />
| int || PlaceHealth_YPosition= || Y position of health crate.<br />
|-<br />
| int || PlaceHealth_OnGround= || 1 if the health crate spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceHealth_Health= || Amount of health in the crate. Uses the mission default if not present. Note that setting this to zero will not use the default, but make the health crate restore 0 health.<br />
|-<br />
| bool || PlaceHealth_Marked= || 1 if the health crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceHealth_Vital= || 1 if the health crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceTarget_XPosition= || X position of target.<br />
|-<br />
| int || PlaceTarget_YPosition= || Y position of target.<br />
|-<br />
| int || PlaceTarget_OnGround= || 1 if the target spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceTarget_TargetType= || 0 for normal, 1 for old woman. In WWP, 2 is invisible, not sure if this is the case in WA.<br />
|-<br />
| int || PlaceTarget_FallSpeed= || Fall speed for the target.<br />
|-<br />
| int || PlaceTarget_Bonus_Points= || The number of points you get for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_TurnExtention= || The extension to your turn time for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_RoundExtention= || Appears in official mission files but does nothing, even if you fix the typo.<br />
|-<br />
| bool || PlaceTarget_Marked= || 1 if the target is marked - ie, important for sequences.<br />
|-<br />
| int || PlaceMine_XPosition= || X position of mine.<br />
|-<br />
| int || PlaceMine_YPosition= || Y position of mine.<br />
|-<br />
| int || PlaceMine_OnGround= || 1 if the mine spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceDrum_XPosition= || X position of drum.<br />
|-<br />
| int || PlaceDrum_YPosition= || Y position of drum.<br />
|-<br />
| int || PlaceDrum_OnGround= || 1 if the drum spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || SetEventTurn_TurnNumber= || (Turn number to skip to + 1) for event 12.<br />
|}<br />
<br />
=== 10. The [Sequence''####''] Group ===<br />
Sequence groups are always executed in numerical order from the start of the mission, but sequences in a given turn are always executed after events (in case the first event is "pause executing sequence"). Some event IDs cause the sequence to pause execution until some condition is fulfilled. Note that it is only possible to have one sequence running at a time, unlike WWP where you can have at least two.<br />
<br />
All options are mostly identical to ones in Event groups; the only difference is the way in which they are executed. Despite the Turn= parameter appearing in official missions, it does not work for sequences. To get a sequence to start after a certain turn, you will need to use a Pause Sequence Event and then a Resume Sequence event on the turn you want it to start.<br />
<br />
== Event types ==<br />
Here are the possible values and their functions for the TypeOfEvent settings in events and sequences. Do bear in mind that some of them are only particularly useful in one or the other, but the types appear to be consistent between them which is nice.<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Function<br />
|-<br />
|1 || Place weapon crate.<br />
|-<br />
|2 || Place health crate.<br />
|-<br />
|3 || Place target.<br />
|-<br />
|4 || Trigger nuke.<br />
|-<br />
|5 || Trigger Earthquake.<br />
|-<br />
|6 || Trigger Armageddon.<br />
|-<br />
|7 || Trigger sudden death.<br />
|-<br />
|8 || Wait until no more "marked" crates (for sequences).<br />
|-<br />
|9 || Wait until no more "marked" targets (for sequences).<br />
|-<br />
|10 || Display Morse code message.<br />
|-<br />
|11 || This has an unknown effect in WA. One mission tries to use it to display text but it doesn't appear to work. Requisitioned in WWP as "pause for (n) 10ths of a second" (this isn't implemented in WA), so if it does do something in WA, it's probably unimportant.<br />
|-<br />
|12 || Set Next Turn Number. Not used in any missions, and works a little glitchily - it actually sets the turn number to one less than the value supplied. Also note that because the turn number changes instantly, remaining events for the current turn will no longer execute and instead the game will start executing events for the turn number that it changes to.<br />
|-<br />
|13 || Place mine.<br />
|-<br />
|14 || Place oil barrel.<br />
|-<br />
|15 || Restart sequence.<br />
|-<br />
|16 || Terminate mission (= win if WinningCondition=3 and possibly others).<br />
|-<br />
|17 || Pause sequence<br />
|-<br />
|18 || Resume sequence<br />
|}<br />
<br />
== Weapon Strings ==<br />
The weapon settings in a mission may be configured individually for each team through use of the '''Ammo_''' and '''Delay_''' prefixes, followed by a weapon string and settings. For example, '''Ammo_Batrope=-1''' would set a team's ninja rope supply to infinite, and '''Delay_Bazooka=2''' would apply a 2 turn bazooka delay.<br />
<br />
The following is a list of weapon strings. You always have an infinite supply of Skip go and Surrender, so supplying ammo is unnecessary. It is currently unknown if it is possible to add Aqua Sheep directly to the inventory (but they can be provided in weapon crates, which is the method used in the official missions) - it appears to be implemented with the AquaSheep string, but in rudimentary tests this has not worked.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!Hot Key !! Column #1 !! Column #2 !! Column #3 !! Column #4 !! Column #5<br />
|-<br />
| '''Util.''' || JetPack || LowGravity || FastWalk || LaserSight || Invisibility<br />
|-<br />
| '''F1''' || Bazooka || HomingMissile || Mortar || HomingPigeon || SheepLauncher<br />
|-<br />
| '''F2''' || Grenade || ClusterBomb || BananaBomb || Axe || Earthquake<br />
|-<br />
| '''F3''' || Shotgun || Handgun || Uzi || Minigun || Longbow<br />
|-<br />
| '''F4''' || FirePunch || DragonBall || Kamikaze || SuicideBomber || Prod<br />
|-<br />
| '''F5''' || Dynamite || Mine || Sheep || SuperSheep || MoleBomb<br />
|-<br />
| '''F6''' || AirStrike || NapalmStrike || PostalStrike || MineStrike || MoleSquadron<br />
|-<br />
| '''F7''' || BlowTorch || PneumaticDrill || Girder || BaseballBat || BridgeKit<br />
|-<br />
| '''F8''' || Batrope || Bungee || Parachute || Teleport || Scales<br />
|-<br />
| '''F9''' || SuperBananaBomb || HolyHandGrenade || FlameThrower || SallyArmy || MBBomb<br />
|-<br />
| '''F10''' || PetrolBomb || Skunk || MingVase || SheepStrike || CarpetBomb<br />
|-<br />
| '''F11''' || MadCow || OldWoman || Donkey || NuclearBomb || Armageddon<br />
|-<br />
| '''F12''' || || || SelectWorm || Freeze || MagicBullet<br />
|}<br />
<br />
You can also add the instant effect utilities to your inventory with the following weapon strings, which will correctly take effect for the opening turn only, regardless of how many ammo you give. The exception is Crate Spy, which will last for the entire mission, as expected.<br />
<br />
*Damagex2<br />
*CrateSpy<br />
*DoubleTime<br />
*CrateShower<br />
<br />
== Text_String_Index ==<br />
<br />
The transition messages you get during missions are hardcoded into the game and are referred to via a number. The following table summarises which numbers refer to which messages (in English).<br />
<br />
'''Notes:'''<br />
*There is a typo in-game for messages number 22 and 42, they contain a carriage return arrow at the end.<br />
*Strings 120 - 130 are the names of the CPU teams usable in missions.<br />
*There may be other non-empty strings beyond 130, but they are unlikely to be useful for the purpose of being used during a mission. <br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Message<br />
|-<br />
| 0 || Weapons drop!<br />
|-<br />
| 1 || Supplies imminent.<br />
|-<br />
| 2 || Secure the drop zones!<br />
|-<br />
| 3 || Delivery successful, over and out.<br />
|-<br />
| 4 || The iron eagle is on the way, over.<br />
|-<br />
| 5 || Package delivered, over and out.<br />
|-<br />
| 6 || That's it we're clean out, you're on your own!<br />
|-<br />
| 7 || The crates are your only hope...<br />
|-<br />
| 8 || Enemy air transport en route.<br />
|-<br />
| 9 || Enemy transport closing.<br />
|-<br />
| 10 || Almost here!<br />
|-<br />
| 11 || It's arrived, now get the crate and get the hell out!<br />
|-<br />
| 12 || No ammo? Try this for size!<br />
|-<br />
| 13 || Mind your head!<br />
|-<br />
| 14 || A first class delivery!<br />
|-<br />
| 15 || Weapons drop successful!<br />
|-<br />
| 16 || Don't let this equipment fall into the wrong hands...<br />
|-<br />
| 17 || Express Delivery!<br />
|-<br />
| 18 || Death by mail order.<br />
|-<br />
| 19 || A little bit of healing goes a long way...<br />
|-<br />
| 20 || Something to perk you up, sir.<br />
|-<br />
| 21 || A blessed relief.<br />
|-<br />
| 22 || Some timely assistance?&#8629;<br />
|-<br />
| 23 || Medical supplies dispatched.<br />
|-<br />
| 24 || Another helping hand.<br />
|-<br />
| 25 || A little assistance for you.<br />
|-<br />
| 26 || Every little bit helps.<br />
|-<br />
| 27 || A little light relief.<br />
|-<br />
| 28 || Anybody require medical assistance?<br />
|-<br />
| 29 || Is this your blood group?<br />
|-<br />
| 30 || Live damn you, Live!<br />
|-<br />
| 31 || Medic!<br />
|-<br />
| 32 || Nuke en-route.<br />
|-<br />
| 33 || Time is against us sir, we need to deal with this quickly!<br />
|-<br />
| 34 || Smoke'em out if you can...<br />
|-<br />
| 35 || Meteor strike imminent, dig in!<br />
|-<br />
| 36 || It's on its way, ETA 5 minutes!<br />
|-<br />
| 37 || Time is short, get a move on!<br />
|-<br />
| 38 || Tactical nuclear missile launch detected.<br />
|-<br />
| 39 || Warning! Strike imminent!<br />
|-<br />
| 40 || A tremor has been detected at the north end of the island!<br />
|-<br />
| 41 || Global warming! Watch the water level!<br />
|-<br />
| 42 || Try not to get wet!&#8629;<br />
|-<br />
| 43 || Hurry, don't let them dig in!<br />
|-<br />
| 44 || The General is escaping!<br />
|-<br />
| 45 || Radiation will be the death of you!<br />
|-<br />
| 46 || Reach for the skies!<br />
|-<br />
| 47 || Climb a mountain not a molehill.<br />
|-<br />
| 48 || Keep away from the edge, earthquake imminent!<br />
|-<br />
| 49 || Where's Noah when you need him?<br />
|-<br />
| 50 || It's time to build those shelters.<br />
|-<br />
| 51 || Hope you've got protection.<br />
|-<br />
| 52 || WARNING! Seismic activity, 7.2 on the Richter scale!<br />
|-<br />
| 53 || What happened to the five minute warning?<br />
|-<br />
| 54 || Global extermination!<br />
|-<br />
| 55 || WARNING! Destabilising fault-line...<br />
|-<br />
| 56 || Caution, tectonic movement!<br />
|-<br />
| 57 || The end of the world is nigh!<br />
|-<br />
| 58 || Judgement Day.<br />
|-<br />
| 59 || Enemy forces mobilising!<br />
|-<br />
| 60 || Strike imminent!<br />
|-<br />
| 61 || Next turn the enemy gets serious.<br />
|-<br />
| 62 || The enemy is armed to the teeth!<br />
|-<br />
| 63 || They've seen you, RUN!<br />
|-<br />
| 64 || Enemy weapons embargo has been lifted.<br />
|-<br />
| 65 || There may be trouble ahead...<br />
|-<br />
| 66 || This conflict is escalating.<br />
|-<br />
| 67 || Ride those thermals, trooper!<br />
|-<br />
| 68 || War is hell.<br />
|-<br />
| 69 || Better dig deep...<br />
|-<br />
| 70 || There IS honour in death.<br />
|-<br />
| 71 || Use the darkside!<br />
|-<br />
| 72 || Secure the area!<br />
|-<br />
| 73 || Dig down and dig deep.<br />
|-<br />
| 74 || That fruits just about ripe and for the picking.<br />
|-<br />
| 75 || Remember to get the crates to add armoury.<br />
|-<br />
| 76 || A utility would be useful...<br />
|-<br />
| 77 || You could do with some 1st aid.<br />
|-<br />
| 78 || You'll need to use the rope...<br />
|-<br />
| 79 || Think about using some girders as cover.<br />
|-<br />
| 80 || You need to draw fire.<br />
|-<br />
| 81 || Remember that you can drop items while on a rope!<br />
|-<br />
| 82 || Learn to use the repeat swing of the rope!<br />
|-<br />
| 83 || Learn all the jumping techniques.<br />
|-<br />
| 84 || A back jump gets you up even higher.<br />
|-<br />
| 85 || Make a note of the enemy units and their skills.<br />
|-<br />
| 86 || Act quickly, think sooner.<br />
|-<br />
| 87 || Skunks can reach places that other weapons cannot reach!<br />
|-<br />
| 88 || Guns can be strafed up and down when fired.<br />
|-<br />
| 89 || Crates can sometimes offer a solution to a mission.<br />
|-<br />
| 90 || Girders can still be placed even whilst swinging on your rope.<br />
|-<br />
| 91 || Need a leg up? Try an arrow or two...<br />
|-<br />
| 92 || A girder could be your last line of defence...<br />
|-<br />
| 93 || Animals and old women can go shopping you know...<br />
|-<br />
| 94 || Parachutes don't slow your fall but can be controlled...<br />
|-<br />
| 95 || A parachute! Ride those thermals, trooper!<br />
|-<br />
| 96 || Crates and explosions don't mix.<br />
|-<br />
| 97 || Air strikes are more effective from the correct direction!<br />
|-<br />
| 98 || Moles love to dig down and they tend to explode too.<br />
|-<br />
| 99 || A well-placed stick of dynamite will dislodge any stubborn Worm.<br />
|-<br />
| 100 || Wind can have an effect on fire, be careful not to stand downwind<br />
|-<br />
| 101 || Measure the wind and send a bazooka curling!<br />
|-<br />
| 102 || Extra Worms make great decoys.<br />
|-<br />
| 103 || Roll out the barrels, they can be deadly too...<br />
|-<br />
| 104 || This crate could be vital!<br />
|-<br />
| 105 || Girders can help grenades reach their targets...<br />
|-<br />
| 106 || Aqua Sheep by name, aquatic by nature.<br />
|-<br />
| 107 || Come on soldier, get a move on!<br />
|-<br />
| 108 || You'd better hurry, there's not much time left!<br />
|-<br />
| 109 || Quick! The water is rising!<br />
|-<br />
| 110 || Here's something to help this time.<br />
|-<br />
| 111 || If you're having trouble, use this.<br />
|-<br />
| 112 || We thought you would appreciate this!<br />
|-<br />
| 113 || Looks like you need help, rookie.<br />
|-<br />
| 114 || This will come in handy...<br />
|-<br />
| 115 || You need help...<br />
|-<br />
| 116 || Try this.<br />
|-<br />
| 117 || (empty string)<br />
|-<br />
| 118 || (empty string)<br />
|-<br />
| 119 || (empty string)<br />
|-<br />
| 120 || Cannon Fodder<br />
|-<br />
| 121 || Commandos<br />
|-<br />
| 122 || Elite<br />
|-<br />
| 123 || Enemy<br />
|-<br />
| 124 || Guardsmen<br />
|-<br />
| 125 || Gunners<br />
|-<br />
| 126 || Officers<br />
|-<br />
| 127 || Patrol<br />
|-<br />
| 128 || Platoon<br />
|-<br />
| 129 || Resistance<br />
|-<br />
| 130 || Special Forces<br />
|}<br />
<br />
== PlaceWeapon_Contents ==<br />
<br />
When placing a weapon or utility crate you need to refer to its contents by a number rather than a name. The following list indicates which number refers to which crate contents:<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Contents<br />
|-<br />
| 0 || None (This is a specially defined "empty" crate)<br />
|-<br />
| 1 || Bazooka<br />
|-<br />
| 2 || Homing Missile<br />
|-<br />
| 3 || Mortar<br />
|-<br />
| 4 || Homing Pigeon<br />
|-<br />
| 5 || Sheep Launcher<br />
|-<br />
| 6 || Grenade<br />
|-<br />
| 7 || Cluster Bomb<br />
|-<br />
| 8 || Banana Bomb<br />
|-<br />
| 9 || Mole Bomb<br />
|-<br />
| 10 || Shotgun<br />
|-<br />
| 11 || Handgun<br />
|-<br />
| 12 || Uzi<br />
|-<br />
| 13 || Minigun<br />
|-<br />
| 14 || Longbow<br />
|-<br />
| 15 || Fire Punch<br />
|-<br />
| 16 || Dragonball<br />
|-<br />
| 17 || Kamikaze<br />
|-<br />
| 18 || Prod<br />
|-<br />
| 19 || Battle Axe<br />
|-<br />
| 20 || Dynamite<br />
|-<br />
| 21 || Mine<br />
|-<br />
| 22 || Sheep<br />
|-<br />
| 23 || Super Sheep<br />
|-<br />
| 24 || Aqua Sheep<br />
|-<br />
| 25 || Earth Quake<br />
|-<br />
| 26 || Air Strike<br />
|-<br />
| 27 || Napalm Strike<br />
|-<br />
| 28 || Mail Strike<br />
|-<br />
| 29 || Mine Strike<br />
|-<br />
| 30 || Armageddon<br />
|-<br />
| 31 || Blow torch<br />
|-<br />
| 32 || Pneumatic Drill<br />
|-<br />
| 33 || Girder<br />
|-<br />
| 34 || Baseball Bat<br />
|-<br />
| 35 || Girder Starter-Pack<br />
|-<br />
| 36 || Ninja Rope<br />
|-<br />
| 37 || Bungee<br />
|-<br />
| 38 || Parachute<br />
|-<br />
| 39 || Teleport<br />
|-<br />
| 40 || Scales of Justice<br />
|-<br />
| 41 || Super Banana Bomb<br />
|-<br />
| 42 || Holy Hand-Grenade<br />
|-<br />
| 43 || Salvation Army<br />
|-<br />
| 44 || MB Bomb<br />
|-<br />
| 45 || Flamethrower<br />
|-<br />
| 46 || Petrol Bomb<br />
|-<br />
| 47 || Skunk<br />
|-<br />
| 48 || Priceless Ming Vase<br />
|-<br />
| 49 || French Sheep Strike<br />
|-<br />
| 50 || Mike's Carpet Bomb<br />
|-<br />
| 51 || Mad cow<br />
|-<br />
| 52 || Old woman<br />
|-<br />
| 53 || Mole Squadron<br />
|-<br />
| 54 || Concrete Donkey<br />
|-<br />
| 55 || Indian nuclear Test<br />
|-<br />
| 56 || Select worm<br />
|-<br />
| 57 || Freeze<br />
|-<br />
| 58 || Patsy's Magic Bullet<br />
|-<br />
| 59 || Fast Walk<br />
|-<br />
| 60 || Laser sight<br />
|-<br />
| 61 || Double Damage<br />
|-<br />
| 62 || Invisibility (Usable even in single player!)<br />
|-<br />
| 63 || Low Gravity<br />
|-<br />
| 64 || Crashes the game with a fatal error<br />
|-<br />
| 65 || Suicide Bomber<br />
|-<br />
| 66 || Jetpack<br />
|-<br />
| 67 || Double Turn Time<br />
|-<br />
| 68 || Crate Shower<br />
|-<br />
| 69 || Crashes the game with a fatal error<br />
|-<br />
| 70 || (null)<br />
|-<br />
| 71 || Crashes the game with a fatal error<br />
|-<br />
| 72 and beyond || (null)<br />
|}<br />
<br />
==See also==<br />
* [[WA Mission Customization Guide]]</div>Melonhttps://worms2d.info/?title=People/Melon&diff=21832People/Melon2012-10-07T17:06:37Z<p>Melon: </p>
<hr />
<div>{{ParentArticle|[[People]]}}<br />
[[Image:Melon.jpg]]<br />
<br />
Melon is a cool dude that does cool stuff. Designed the [[Trench Warfare]] scheme.<br />
<br />
He gets very angry at unoriginal melon jokes. Also gets frequently eaten.<br />
<br />
*[http://www.kieranmillar.com/wa/ Melon's WA maps]<br />
<br />
{{wkb-user|Melon|nouserpage=1}}</div>Melonhttps://worms2d.info/?title=Worms_Armageddon_mission_file&diff=21799Worms Armageddon mission file2012-09-30T21:36:07Z<p>Melon: Win condition 0 does not have the strange condition of needing to get the final kill as a red team after all. Something else must have ben causing it to fail.</p>
<hr />
<div>{{ParentArticle|[[File formats]]}}<br />
<br />
The Worms Armageddon mission file is the file format used to store missions. It contains many typos and spelling errors; so any typos in this page are more likely to be mistakes in the actual format than typos in the documentation.<br />
<br />
Mission files in a disc installation of Worms Armageddon are located on the CD. Which map is used appears to be hard-coded (not usually the same one as the mission filename), as are names and descriptions. This makes making custom missions a bit of a pain. However, below is an almost-complete documentation on the file format. A few notes from Worms World Party are also mentioned due to its mission editor existing, but this documentation is NOT comprehensive for the WWP file format which has many additions and a few alterations (especially of unused or little-known options). In the future, WWP additions may be listed at the bottom of this page.<br />
<br />
== Mission Groups ==<br />
All mission settings are organized under main groups according to their type. These groups always appear in the same order in official missions. (it is uncertain if the ordering matters)<br />
<br />
Not all the of the groups are vital for the mission to work. The '''[CPUTeam''#'']''', '''[Event''####'']''', and '''[Sequence''####'']''' may have multiple instances in the file, and the group seems to be ignored if the number is zero so make sure it's positive. <br />
<br />
Typos and many other errors appear to be silently ignored, which isn't great for manual debugging, especially since the file format is filled with them in the first place.<br />
<br />
=== 1. The [Mission] Group ===<br />
This contains the overview of the mission itself. Not yet particularly well-documented on the whole.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || MissionNumber= || Corresponds to the 0-indexed mission number; probably unused in game (untested).<br />
|-<br />
| int || WinningCondition= || What you need to do in order to win the mission.<br />
* 0: Kill all CPU controlled teams, you do not need to survive if the last CU controlled worm dies at the same time, it will still count as a success.<br />
* 1: Destroy a vital crate or team. Collecting the vital crate counts as a failure.<br />
* 2: Survival: A red-coloured team must be alive when the mission ends.<br />
* 3: Mission must be terminated (using event or sequence).<br />
|-<br />
| int || WinningWeapon= || Unknown, unused?<br />
|}<br />
<br />
=== 2. The [Description] Group ===<br />
This contains details about the description of the mission. Again, not at all well-documented.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || Name= || Index of the mission name, description, map file, and thumbnail. Position in the list of missions is hardcoded by filename it seems. For training missions, this is ONLY used for the map file; the rest of the data is hardcoded by filename.<br />
|-<br />
| int || Difficulty= || Not used. Apparently the difficulty rating for the mission?<br />
|}<br />
<br />
=== 3. The [Options] Group ===<br />
This contains the bulk of the scheme options for the mission. It's pretty comprehensive, containing many features not in the normal scheme format. Many of the values work differently to in the standard scheme format, so read the value descriptions carefully. Most of these are documented well but it is unknown what the upper and lower limits are for many of them; value ranges acceptable in the WWP mission editor are included where it is not obvious.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || FallDamage= || Sets the [[Fall Damage]].<br />
|-<br />
| bool || DisplayRoundTime= || Boolean. 1 to display the round time.<br />
|-<br />
| bool || EnableActionReplay= || Boolean. 1 to show action replays.<br />
|-<br />
| int || LandRetreatTime= || The retreat time in seconds for weapons fired from land.<br />
|-<br />
| int || RopeRetreatTime= || The retreat time in seconds for weapons fired from a rope.<br />
|-<br />
| int || RoundTime= || Round time. If the value is positive, it represents time in minutes; negative values represent time in seconds.<br />
|-<br />
| int || TurnTime= || Turn time. Appears to be formatted like the one in the scheme file, ie signed with negative representing infinite, as it won't let me enter a value greater than 126 in the WWP mission editor.<br />
|-<br />
| int || MineFuse= || Mine fuse in seconds, values are 1-3 or 5-127. Values of less than 1, or more than 127, or 4, produce random fuse lengths between 0 and 3 seconds.<br />
|-<br />
| int || ObjectType= || Always 0 in default mission files, as they place their objects manually. Probably as in scheme files, ie 0 for no objects, 1 for mines, 2 for barrels, 5 for both, but not tested. Objects would be placed in the same place every time due to random seed being set.<br />
|-<br />
| int || WeaponCrateDrops= || Weapon crate drop probability. Seems to work the same as in scheme files - see [[Crate probability]]<br />
|-<br />
| int || HealthCrateDrops= || Ditto, for health crates.<br />
|-<br />
| int || UtilityCrateDrops= || Ditto, for utility crates.<br />
|-<br />
| int || HealthCrateEnergy= || Set default value for energy obtained from health crates. Setting this to zero (or not including it) makes the default 15. <br />
|-<br />
| bool || EnableSecretWeapons= || 1 if super weapons are available from crates; 0 if not.<br />
|-<br />
| int || SuddenDeathWaterRise= || Water rise rate in pixels.<br />
|-<br />
| int || SuddenDeathWormDamage= || Worm damage in sudden death per turn. Positive values are absolute health values. -1 is all but one. Either 0 is "none", WWP mission editor seems to have a bug in this respect where it will set none to 1, more testing required.<br />
|-<br />
| int || SuddenDeathType= || 0 = end round. 1 = nuke. 2 and 3 = no nuke - water rise and worm damage honoured in both cases. More testing required.<br />
|-<br />
| int || PauseBetweenTurns= || Hotseat time in seconds.<br />
|-<br />
| int || GirderRadius= || Girder placement radius in pixels. 0 = infinite range.<br />
|-<br />
| bool || WormSelect= || 0 = worms in order, 1 = user worm select, 2 = random turn order.<br />
|-<br />
| int || JetPackTimeLimit= || The amount of fuel in the jetpack. Do not include this parameter if you wish to use the default fuel (30). Setting this value to zero will give infinite fuel, the fuel counter starts at zero and goes up as you use it.<br />
|-<br />
| bool || WeaponsDontEndTurn= || 1 if weapons don't end your turn, 0 otherwise.<br />
|-<br />
| bool || PauseTimerWhileFiring= || 1 if timer is paused during firing, 0 otherwise.<br />
|-<br />
| bool || TurnEndFinishesGame= || 1 if ending your turn finishes the mission.<br />
|-<br />
| bool || LossOfControlDoesntEndTurn= || 1 if losing control doesn't cause the turn to end, 0 otherwise.<br />
|-<br />
| bool || Score= || 1 if score displayed ingame; 0 otherwise.<br />
|-<br />
| bool || Sheep= || Enables the "All crates contain sheep" cheat. When exploded, crates will throw out a sheep regardless of the crate contents.<br />
|}<br />
<br />
=== 4. The [Enviroment] Group ===<br />
This contains information about the environment of the landscape. Once again, reasonably documented, but value limits are not known.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| string || LandFile= || Seems to always be data\land.dat<br />
|-<br />
| int || Wind= || Maximum wind out of 100. If -1, fixed wind is enabled.<br />
|-<br />
| int || FixedWind= || If Wind = -1, this is a value between -100 and 100 representing the fixed wind, with -100 being full left and 100 being full right.<br />
|-<br />
| int || Friction= || The opposite of friction. Default is 96. WWP mission editor values: ice = 99, mud = 98, stone = 96, rubber = 50, glue = 1. Maybe above 100 is anti-friction?<br />
|-<br />
| bool || IndestructableBorder= || [sic]. 1 if indestructible border around whole level, 0 if not.<br />
|-<br />
| bool || IndestructableLandscape= || [sic]. 1 if indestructible landscape, 0 if not.<br />
|-<br />
| int || LogicRandomSeed= || The starting random seed. 12345 is used for most WA missions; 0 for WWP custom missions. Doesn't really matter.<br />
|-<br />
| bool || AlliedGroupToGoFirst= || Which allied group is first to have a turn.<br />
|-<br />
| int || Sound= || Track number on disc of ambient audio track to play during mission. Values out of range (of 1-11) appear to choose random BGM.<br />
|-<br />
|}<br />
<br />
=== 5. The [Teams] Group ===<br />
Very small group describing the number of teams in the mission.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamsInMission= || Simply, the number of teams in the mission. The game does appear to use this; one mission has a fifth team defined that isn't used due to this being 4; and if this is set too high, the game spawns 1-worm CPU teams in "random" places on the map. Trying to set this value higher than 6 will cause WA to produce an error message when trying to load the mission that the number of teams is too high, then run the mission with only 6 teams. Values less than 1 will cause the mission to load with 1 team.<br />
|-<br />
|}<br />
<br />
=== 6. The [HumanTeam] Group ===<br />
The group describing the human team.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team. No out-of-bounds checking is done on this number, so a value outside of 0-8 will cause a fatal crash. A value of zero will cause the team to spawn with zero worms, causing the team bar to shrink and then drop off the bottom of the screen immediately, much like what happens when a team is wiped out normally.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. Any negative number or number larger then 32,767 is infinite, however you can collect more ammo from crates letting you go above 32,767, if for some reason you think you'll need more ammo.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. Like ammo, this can be set to an infinite value if you want to render it unusable with a negative value or value higher than 32,767. Providing a delay to instant effect utilities will prevent them from triggering until the delay runs out.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. -1 for "very high health that can't be displayed properly" (quote from WWP mission editor).<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || 1 if placed as per the options below, 0 if "randomly" placed (obviously based on the same seed each game so not random at all).<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm. <br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm.<br />
|-<br />
| bool || Worm''#''_Vital= || 1 for vital worm; 0 for not. Appears to have no effect for the human team, but some missions have it anyway. That's probably the source of the "killing your worm as well wins the mission" bug in some versions of mission 14 - this option was expected to work when it didn't.<br />
|}<br />
<br />
=== 7. The [CPUTeam''#''] Group ===<br />
Any number of groups describing CPU teams. Presumably limited to five of these.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamNameNumber= || The team name. You can choose from the following values, any value not listed will be treated as 0:<br />
* 0 = Cannon Fodder<br />
* 1 = Commandos<br />
* 2 = Elite<br />
* 3 = Enemy<br />
* 4 = Guardsmen<br />
* 5 = Gunners<br />
* 6 = Officers<br />
* 7 = Patrol<br />
* 8 = Platoon<br />
* 9 = Resistance<br />
* 10 = Special Forces<br />
|-<br />
| int || TeamSkill= || CPU skill. Setting this value to 0 will cause the team to be player controlled, missions will end if all player controlled teams die. Setting this to 101-120 will result in what appears to be a hyper-accurate 6th skill that exhibits some peculiarities, it loves to aim for its own alliance teammates (including you), but will only actually fire the shot if it thinks it's going to miss because there is land in the way. This can result in some unintended friendly fire (for example, firing an uzi when there is a thin strip of land in the way, so later bullets hit). Other invalid values can cause strange behaviour and should not be used. The team's flag is determined by this setting:<br />
* 1-20 = CPU1<br />
* 21-40 = CPU2<br />
* 41-60 = CPU3<br />
* 61-80 = CPU4<br />
* 81-100 = CPU5<br />
* 0 or 101-120: Default flag<br />
* Other values: No flag (a big black rectangle is drawn)<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team. Invalid values causes crashes.<br />
|-<br />
| int || SoundBank= || Supposedly sets the soundbank for the team, but is ignored. The default soundbank is always used.<br />
|-<br />
| int || Flag= || Supposedly selects the flag, but this is ignored. Flags are selected through the TeamSkill parameter.<br />
|-<br />
| int || GraveStone= || Supposedly selects the gravestone used by the team, but this is ignored. It is not possible to change gravestones.<br />
|-<br />
| int || AlliedGroup= || Allied group of the team. 0 is red, 1 is blue, etc. Use the values 0-5 for each of the 6 team colours. Setting a CPU team's group to 0 will result in a computer team allied to you, which follows the usual rules of alliances in matches (NOTE: You will gain access to any weapons granted to this team as you will both share an inventory). If a CPU team is allied with you, the mission will still immediately fail if the player team is wiped out. Setting the value to 6 or 7 will result in the mission immediately aborting as a failure. For some reason, starting a match with a team of alliance 8 present will set your game volume to 0. Note that other values can cause horrible sprite issues, inactive teams using large fonts for their name text, and all other manner of Lovecraftian horror.<br />
|-<br />
| bool || MissionVital= || Set to 1 if team is vital to a mission. This will produce a team of hat-wearing "VIP" worms that cannot act and will cause the immediate surrender of any allied teams when all of the worms in the team die. This includes making the player team surrender resulting in a mission failure if a VIP team is allied with them. Note that VIP worms will always wear a red hat, regardless of the colour team they are allied with.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. -1 is infinite.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. 0 or not present for no delay.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. Negative values wrap around to large numbers, e.g. a setting of -1 gives a worm 65535 health, although this will display as 9999. A worm starting with 0 energy will immediately die.<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm. A negative value counts as "infinite", which will take a worm to 1 hit point after the first turn, as poison/disease will not kill a worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || Unlike the human team, this option is ignored for CPU teams and is always set to 1. This is due to a bug fix in the [[Worms_Armageddon_ReadMe_(English)/v3.6.26.4_Beta_Update|v3.6.26.4_Beta_Update]] for mission #26 "Mad Cows". If you want to "randomly" place CPU team worms, don't provide any X and Y co-ordinates.<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm.<br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm. Worms placed in the air and will "snap to ground" when the mission is loaded. Starting a worm stuck inside the ground will cause it to default to co-ordinates that appear to be something like (0, -200), causing the worm to get trapped outside of cavern levels. There are no sensibility checks on the co-ordinates you provide.<br />
|-<br />
| int || Worm''#''_NameNumber= || The worm name. You can choose from the following values, any value not listed will be treated as 0:<br />
* 0 = Sentry<br />
* 1 = Guard<br />
* 2 = Sniper<br />
* 3 = Grenadier<br />
* 4 = Field Soldier<br />
* 5 = Artillery<br />
* 6 = Captain<br />
* 7 = Secret Agent<br />
* 8 = Major<br />
* 9 = General<br />
* 10 = Field Marshall<br />
* 11 = Assassin<br />
|-<br />
| int || Worm''#''_FixedWeapon= || The weapon ID of the fixed weapon. 0 for normal free CPU choice.<br />
|-<br />
| int || Worm''#''_ActionRadius= || The distance away from itself the CPU takes into account. 0 = no range limitation?<br />
|-<br />
| bool || Worm''#''_Vital= || 1 if the worm is vital to the mission, 0 otherwise. If a vital worm is killed, all allied teams surrender. Might not work with allies to the human team.<br />
|-<br />
|}<br />
<br />
=== 8. The [Events] Group ===<br />
Definitely not required, this group.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TotalNumberOfEvents= || Supposed to be the total number of events, but actually wrong in some of the few missions it even appears in. This value is ignored anyway.<br />
|-<br />
|}<br />
<br />
=== 9. The [Event''####''] Group ===<br />
Events happen independently of each other after a certain number of turns. If more than one event exists for a given turn, they are executed in numerical order. Note that possibly due to a bug or possibly by design, events must appear in the order in which they occur - so if a turn 0 event appears after a turn 1 event, the turn 0 event will not be executed.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TypeOfEvent= || See [[#Event Types|Event Types]]<br />
|-<br />
| int || Turn= || Will cause this event to activate before the nth turn (starting from turn 0 being the first).<br />
|-<br />
| int || Retries= || Causes the event to activate if the number of attempts is equal to or higher than this number. Allows additional events to occur in silver and bronze medal missions (bronze = 1, silver = 4).<br />
|-<br />
| int || [[#Text_String_Index|Text_String_Index]]= || The string index to use for event type 10.<br />
|-<br />
| bool || EventEnd= || Used as a final dummy event to signify the end of the list of events. Not sure if the game likes this being absent or not.<br />
|-<br />
| int || PlaceWeapon_Bonus_Points= || The number of points you get for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_TurnExtension= || The extension to your turn time for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_RoundExtention= || Appears in official mission files but does nothing, even if you fix the typo.<br />
|-<br />
| int || PlaceWeapon_XPosition= || X position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_YPosition= || Y position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_OnGround= || 1 if the weapon crate spawns on the ground beneath the coords (much faster, please do this) or 0 if it falls from the coords.<br />
|-<br />
| int || [[#PlaceWeapon_Contents|PlaceWeapon_Contents]]= || The weapon ID that is in the crate.<br />
|-<br />
| bool || PlaceWeapon_Marked= || 1 if the weapon crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceWeapon_Vital= || 1 if the weapon crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceWeapon_Ammo= || The ammunition of the weapon in the crate, -1 for infinite.<br />
|-<br />
| int || PlaceHealth_Bonus_Points= || The number of points you get for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_TurnExtention= || The extension to your turn time for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_RoundExtention= || Appears in official mission files but does nothing, even if you fix the typo.<br />
|-<br />
| int || PlaceHealth_XPosition= || X position of health crate.<br />
|-<br />
| int || PlaceHealth_YPosition= || Y position of health crate.<br />
|-<br />
| int || PlaceHealth_OnGround= || 1 if the health crate spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceHealth_Health= || Amount of health in the crate. Uses the mission default if not present. Note that setting this to zero will not use the default, but make the health crate restore 0 health.<br />
|-<br />
| bool || PlaceHealth_Marked= || 1 if the health crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceHealth_Vital= || 1 if the health crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceTarget_XPosition= || X position of target.<br />
|-<br />
| int || PlaceTarget_YPosition= || Y position of target.<br />
|-<br />
| int || PlaceTarget_OnGround= || 1 if the target spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceTarget_TargetType= || 0 for normal, 1 for old woman. In WWP, 2 is invisible, not sure if this is the case in WA.<br />
|-<br />
| int || PlaceTarget_FallSpeed= || Fall speed for the target.<br />
|-<br />
| int || PlaceTarget_Bonus_Points= || The number of points you get for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_TurnExtention= || The extension to your turn time for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_RoundExtention= || Appears in official mission files but does nothing, even if you fix the typo.<br />
|-<br />
| bool || PlaceTarget_Marked= || 1 if the target is marked - ie, important for sequences.<br />
|-<br />
| int || PlaceMine_XPosition= || X position of mine.<br />
|-<br />
| int || PlaceMine_YPosition= || Y position of mine.<br />
|-<br />
| int || PlaceMine_OnGround= || 1 if the mine spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceDrum_XPosition= || X position of drum.<br />
|-<br />
| int || PlaceDrum_YPosition= || Y position of drum.<br />
|-<br />
| int || PlaceDrum_OnGround= || 1 if the drum spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || SetEventTurn_TurnNumber= || (Turn number to skip to + 1) for event 12.<br />
|}<br />
<br />
=== 10. The [Sequence''####''] Group ===<br />
Sequence groups are always executed in numerical order from the start of the mission, but sequences in a given turn are always executed after events (in case the first event is "pause executing sequence"). Some event IDs cause the sequence to pause execution until some condition is fulfilled. Note that it is only possible to have one sequence running at a time, unlike WWP where you can have at least two.<br />
<br />
All options are mostly identical to ones in Event groups; the only difference is the way in which they are executed. Despite the Turn= parameter appearing in official missions, it does not work for sequences. To get a sequence to start after a certain turn, you will need to use a Pause Sequence Event and then a Resume Sequence event on the turn you want it to start.<br />
<br />
== Event types ==<br />
Here are the possible values and their functions for the TypeOfEvent settings in events and sequences. Do bear in mind that some of them are only particularly useful in one or the other, but the types appear to be consistent between them which is nice.<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Function<br />
|-<br />
|1 || Place weapon crate.<br />
|-<br />
|2 || Place health crate.<br />
|-<br />
|3 || Place target.<br />
|-<br />
|4 || Trigger nuke.<br />
|-<br />
|5 || Trigger Earthquake.<br />
|-<br />
|6 || Trigger Armageddon.<br />
|-<br />
|7 || Trigger sudden death.<br />
|-<br />
|8 || Wait until no more "marked" crates (for sequences).<br />
|-<br />
|9 || Wait until no more "marked" targets (for sequences).<br />
|-<br />
|10 || Display Morse code message.<br />
|-<br />
|11 || This has an unknown effect in WA. One mission tries to use it to display text but it doesn't appear to work. Requisitioned in WWP as "pause for (n) 10ths of a second" (this isn't implemented in WA), so if it does do something in WA, it's probably unimportant.<br />
|-<br />
|12 || Set Next Turn Number. Not used in any missions, and works a little glitchily - it actually sets the turn number to one less than the value supplied. Also note that because the turn number changes instantly, remaining events for the current turn will no longer execute and instead the game will start executing events for the turn number that it changes to.<br />
|-<br />
|13 || Place mine.<br />
|-<br />
|14 || Place oil barrel.<br />
|-<br />
|15 || Restart sequence.<br />
|-<br />
|16 || Terminate mission (= win if WinningCondition=3 and possibly others).<br />
|-<br />
|17 || Pause sequence<br />
|-<br />
|18 || Resume sequence<br />
|}<br />
<br />
== Weapon Strings ==<br />
The weapon settings in a mission may be configured individually for each team through use of the '''Ammo_''' and '''Delay_''' prefixes, followed by a weapon string and settings. For example, '''Ammo_Batrope=-1''' would set a team's ninja rope supply to infinite, and '''Delay_Bazooka=2''' would apply a 2 turn bazooka delay.<br />
<br />
The following is a list of weapon strings. You always have an infinite supply of Skip go and Surrender, so supplying ammo is unnecessary. It is currently unknown if it is possible to add Aqua Sheep directly to the inventory (but they can be provided in weapon crates, which is the method used in the official missions) - it appears to be implemented with the AquaSheep string, but in rudimentary tests this has not worked.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!Hot Key !! Column #1 !! Column #2 !! Column #3 !! Column #4 !! Column #5<br />
|-<br />
| '''Util.''' || JetPack || LowGravity || FastWalk || LaserSight || Invisibility<br />
|-<br />
| '''F1''' || Bazooka || HomingMissile || Mortar || HomingPigeon || SheepLauncher<br />
|-<br />
| '''F2''' || Grenade || ClusterBomb || BananaBomb || Axe || Earthquake<br />
|-<br />
| '''F3''' || Shotgun || Handgun || Uzi || Minigun || Longbow<br />
|-<br />
| '''F4''' || FirePunch || DragonBall || Kamikaze || SuicideBomber || Prod<br />
|-<br />
| '''F5''' || Dynamite || Mine || Sheep || SuperSheep || MoleBomb<br />
|-<br />
| '''F6''' || AirStrike || NapalmStrike || PostalStrike || MineStrike || MoleSquadron<br />
|-<br />
| '''F7''' || BlowTorch || PneumaticDrill || Girder || BaseballBat || BridgeKit<br />
|-<br />
| '''F8''' || Batrope || Bungee || Parachute || Teleport || Scales<br />
|-<br />
| '''F9''' || SuperBananaBomb || HolyHandGrenade || FlameThrower || SallyArmy || MBBomb<br />
|-<br />
| '''F10''' || PetrolBomb || Skunk || MingVase || SheepStrike || CarpetBomb<br />
|-<br />
| '''F11''' || MadCow || OldWoman || Donkey || NuclearBomb || Armageddon<br />
|-<br />
| '''F12''' || || || SelectWorm || Freeze || MagicBullet<br />
|}<br />
<br />
You can also add the instant effect utilities to your inventory with the following weapon strings, which will correctly take effect for the opening turn only, regardless of how many ammo you give. The exception is Crate Spy, which will last for the entire mission, as expected.<br />
<br />
*Damagex2<br />
*CrateSpy<br />
*DoubleTime<br />
*CrateShower<br />
<br />
== Text_String_Index ==<br />
<br />
The transition messages you get during missions are hardcoded into the game and are referred to via a number. The following table summarises which numbers refer to which messages (in English).<br />
<br />
'''Notes:'''<br />
*There is a typo in-game for messages number 22 and 42, they contain a carriage return arrow at the end.<br />
*Strings 120 - 130 are the names of the CPU teams usable in missions.<br />
*There may be other non-empty strings beyond 130, but they are unlikely to be useful for the purpose of being used during a mission. <br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Message<br />
|-<br />
| 0 || Weapons drop!<br />
|-<br />
| 1 || Supplies imminent.<br />
|-<br />
| 2 || Secure the drop zones!<br />
|-<br />
| 3 || Delivery successful, over and out.<br />
|-<br />
| 4 || The iron eagle is on the way, over.<br />
|-<br />
| 5 || Package delivered, over and out.<br />
|-<br />
| 6 || That's it we're clean out, you're on your own!<br />
|-<br />
| 7 || The crates are your only hope...<br />
|-<br />
| 8 || Enemy air transport en route.<br />
|-<br />
| 9 || Enemy transport closing.<br />
|-<br />
| 10 || Almost here!<br />
|-<br />
| 11 || It's arrived, now get the crate and get the hell out!<br />
|-<br />
| 12 || No ammo? Try this for size!<br />
|-<br />
| 13 || Mind your head!<br />
|-<br />
| 14 || A first class delivery!<br />
|-<br />
| 15 || Weapons drop successful!<br />
|-<br />
| 16 || Don't let this equipment fall into the wrong hands...<br />
|-<br />
| 17 || Express Delivery!<br />
|-<br />
| 18 || Death by mail order.<br />
|-<br />
| 19 || A little bit of healing goes a long way...<br />
|-<br />
| 20 || Something to perk you up, sir.<br />
|-<br />
| 21 || A blessed relief.<br />
|-<br />
| 22 || Some timely assistance?&#8629;<br />
|-<br />
| 23 || Medical supplies dispatched.<br />
|-<br />
| 24 || Another helping hand.<br />
|-<br />
| 25 || A little assistance for you.<br />
|-<br />
| 26 || Every little bit helps.<br />
|-<br />
| 27 || A little light relief.<br />
|-<br />
| 28 || Anybody require medical assistance?<br />
|-<br />
| 29 || Is this your blood group?<br />
|-<br />
| 30 || Live damn you, Live!<br />
|-<br />
| 31 || Medic!<br />
|-<br />
| 32 || Nuke en-route.<br />
|-<br />
| 33 || Time is against us sir, we need to deal with this quickly!<br />
|-<br />
| 34 || Smoke'em out if you can...<br />
|-<br />
| 35 || Meteor strike imminent, dig in!<br />
|-<br />
| 36 || It's on its way, ETA 5 minutes!<br />
|-<br />
| 37 || Time is short, get a move on!<br />
|-<br />
| 38 || Tactical nuclear missile launch detected.<br />
|-<br />
| 39 || Warning! Strike imminent!<br />
|-<br />
| 40 || A tremor has been detected at the north end of the island!<br />
|-<br />
| 41 || Global warming! Watch the water level!<br />
|-<br />
| 42 || Try not to get wet!&#8629;<br />
|-<br />
| 43 || Hurry, don't let them dig in!<br />
|-<br />
| 44 || The General is escaping!<br />
|-<br />
| 45 || Radiation will be the death of you!<br />
|-<br />
| 46 || Reach for the skies!<br />
|-<br />
| 47 || Climb a mountain not a molehill.<br />
|-<br />
| 48 || Keep away from the edge, earthquake imminent!<br />
|-<br />
| 49 || Where's Noah when you need him?<br />
|-<br />
| 50 || It's time to build those shelters.<br />
|-<br />
| 51 || Hope you've got protection.<br />
|-<br />
| 52 || WARNING! Seismic activity, 7.2 on the Richter scale!<br />
|-<br />
| 53 || What happened to the five minute warning?<br />
|-<br />
| 54 || Global extermination!<br />
|-<br />
| 55 || WARNING! Destabilising fault-line...<br />
|-<br />
| 56 || Caution, tectonic movement!<br />
|-<br />
| 57 || The end of the world is nigh!<br />
|-<br />
| 58 || Judgement Day.<br />
|-<br />
| 59 || Enemy forces mobilising!<br />
|-<br />
| 60 || Strike imminent!<br />
|-<br />
| 61 || Next turn the enemy gets serious.<br />
|-<br />
| 62 || The enemy is armed to the teeth!<br />
|-<br />
| 63 || They've seen you, RUN!<br />
|-<br />
| 64 || Enemy weapons embargo has been lifted.<br />
|-<br />
| 65 || There may be trouble ahead...<br />
|-<br />
| 66 || This conflict is escalating.<br />
|-<br />
| 67 || Ride those thermals, trooper!<br />
|-<br />
| 68 || War is hell.<br />
|-<br />
| 69 || Better dig deep...<br />
|-<br />
| 70 || There IS honour in death.<br />
|-<br />
| 71 || Use the darkside!<br />
|-<br />
| 72 || Secure the area!<br />
|-<br />
| 73 || Dig down and dig deep.<br />
|-<br />
| 74 || That fruits just about ripe and for the picking.<br />
|-<br />
| 75 || Remember to get the crates to add armoury.<br />
|-<br />
| 76 || A utility would be useful...<br />
|-<br />
| 77 || You could do with some 1st aid.<br />
|-<br />
| 78 || You'll need to use the rope...<br />
|-<br />
| 79 || Think about using some girders as cover.<br />
|-<br />
| 80 || You need to draw fire.<br />
|-<br />
| 81 || Remember that you can drop items while on a rope!<br />
|-<br />
| 82 || Learn to use the repeat swing of the rope!<br />
|-<br />
| 83 || Learn all the jumping techniques.<br />
|-<br />
| 84 || A back jump gets you up even higher.<br />
|-<br />
| 85 || Make a note of the enemy units and their skills.<br />
|-<br />
| 86 || Act quickly, think sooner.<br />
|-<br />
| 87 || Skunks can reach places that other weapons cannot reach!<br />
|-<br />
| 88 || Guns can be strafed up and down when fired.<br />
|-<br />
| 89 || Crates can sometimes offer a solution to a mission.<br />
|-<br />
| 90 || Girders can still be placed even whilst swinging on your rope.<br />
|-<br />
| 91 || Need a leg up? Try an arrow or two...<br />
|-<br />
| 92 || A girder could be your last line of defence...<br />
|-<br />
| 93 || Animals and old women can go shopping you know...<br />
|-<br />
| 94 || Parachutes don't slow your fall but can be controlled...<br />
|-<br />
| 95 || A parachute! Ride those thermals, trooper!<br />
|-<br />
| 96 || Crates and explosions don't mix.<br />
|-<br />
| 97 || Air strikes are more effective from the correct direction!<br />
|-<br />
| 98 || Moles love to dig down and they tend to explode too.<br />
|-<br />
| 99 || A well-placed stick of dynamite will dislodge any stubborn Worm.<br />
|-<br />
| 100 || Wind can have an effect on fire, be careful not to stand downwind<br />
|-<br />
| 101 || Measure the wind and send a bazooka curling!<br />
|-<br />
| 102 || Extra Worms make great decoys.<br />
|-<br />
| 103 || Roll out the barrels, they can be deadly too...<br />
|-<br />
| 104 || This crate could be vital!<br />
|-<br />
| 105 || Girders can help grenades reach their targets...<br />
|-<br />
| 106 || Aqua Sheep by name, aquatic by nature.<br />
|-<br />
| 107 || Come on soldier, get a move on!<br />
|-<br />
| 108 || You'd better hurry, there's not much time left!<br />
|-<br />
| 109 || Quick! The water is rising!<br />
|-<br />
| 110 || Here's something to help this time.<br />
|-<br />
| 111 || If you're having trouble, use this.<br />
|-<br />
| 112 || We thought you would appreciate this!<br />
|-<br />
| 113 || Looks like you need help, rookie.<br />
|-<br />
| 114 || This will come in handy...<br />
|-<br />
| 115 || You need help...<br />
|-<br />
| 116 || Try this.<br />
|-<br />
| 117 || (empty string)<br />
|-<br />
| 118 || (empty string)<br />
|-<br />
| 119 || (empty string)<br />
|-<br />
| 120 || Cannon Fodder<br />
|-<br />
| 121 || Commandos<br />
|-<br />
| 122 || Elite<br />
|-<br />
| 123 || Enemy<br />
|-<br />
| 124 || Guardsmen<br />
|-<br />
| 125 || Gunners<br />
|-<br />
| 126 || Officers<br />
|-<br />
| 127 || Patrol<br />
|-<br />
| 128 || Platoon<br />
|-<br />
| 129 || Resistance<br />
|-<br />
| 130 || Special Forces<br />
|}<br />
<br />
== PlaceWeapon_Contents ==<br />
<br />
When placing a weapon or utility crate you need to refer to its contents by a number rather than a name. The following list indicates which number refers to which crate contents:<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Contents<br />
|-<br />
| 0 || None (This is a specially defined "empty" crate)<br />
|-<br />
| 1 || Bazooka<br />
|-<br />
| 2 || Homing Missile<br />
|-<br />
| 3 || Mortar<br />
|-<br />
| 4 || Homing Pigeon<br />
|-<br />
| 5 || Sheep Launcher<br />
|-<br />
| 6 || Grenade<br />
|-<br />
| 7 || Cluster Bomb<br />
|-<br />
| 8 || Banana Bomb<br />
|-<br />
| 9 || Mole Bomb<br />
|-<br />
| 10 || Shotgun<br />
|-<br />
| 11 || Handgun<br />
|-<br />
| 12 || Uzi<br />
|-<br />
| 13 || Minigun<br />
|-<br />
| 14 || Longbow<br />
|-<br />
| 15 || Fire Punch<br />
|-<br />
| 16 || Dragonball<br />
|-<br />
| 17 || Kamikaze<br />
|-<br />
| 18 || Prod<br />
|-<br />
| 19 || Battle Axe<br />
|-<br />
| 20 || Dynamite<br />
|-<br />
| 21 || Mine<br />
|-<br />
| 22 || Sheep<br />
|-<br />
| 23 || Super Sheep<br />
|-<br />
| 24 || Aqua Sheep<br />
|-<br />
| 25 || Earth Quake<br />
|-<br />
| 26 || Air Strike<br />
|-<br />
| 27 || Napalm Strike<br />
|-<br />
| 28 || Mail Strike<br />
|-<br />
| 29 || Mine Strike<br />
|-<br />
| 30 || Armageddon<br />
|-<br />
| 31 || Blow torch<br />
|-<br />
| 32 || Pneumatic Drill<br />
|-<br />
| 33 || Girder<br />
|-<br />
| 34 || Baseball Bat<br />
|-<br />
| 35 || Girder Starter-Pack<br />
|-<br />
| 36 || Ninja Rope<br />
|-<br />
| 37 || Bungee<br />
|-<br />
| 38 || Parachute<br />
|-<br />
| 39 || Teleport<br />
|-<br />
| 40 || Scales of Justice<br />
|-<br />
| 41 || Super Banana Bomb<br />
|-<br />
| 42 || Holy Hand-Grenade<br />
|-<br />
| 43 || Salvation Army<br />
|-<br />
| 44 || MB Bomb<br />
|-<br />
| 45 || Flamethrower<br />
|-<br />
| 46 || Petrol Bomb<br />
|-<br />
| 47 || Skunk<br />
|-<br />
| 48 || Priceless Ming Vase<br />
|-<br />
| 49 || French Sheep Strike<br />
|-<br />
| 50 || Mike's Carpet Bomb<br />
|-<br />
| 51 || Mad cow<br />
|-<br />
| 52 || Old woman<br />
|-<br />
| 53 || Mole Squadron<br />
|-<br />
| 54 || Concrete Donkey<br />
|-<br />
| 55 || Indian nuclear Test<br />
|-<br />
| 56 || Select worm<br />
|-<br />
| 57 || Freeze<br />
|-<br />
| 58 || Patsy's Magic Bullet<br />
|-<br />
| 59 || Fast Walk<br />
|-<br />
| 60 || Laser sight<br />
|-<br />
| 61 || Double Damage<br />
|-<br />
| 62 || Invisibility (Usable even in single player!)<br />
|-<br />
| 63 || Low Gravity<br />
|-<br />
| 64 || Crashes the game with a fatal error<br />
|-<br />
| 65 || Suicide Bomber<br />
|-<br />
| 66 || Jetpack<br />
|-<br />
| 67 || Double Turn Time<br />
|-<br />
| 68 || Crate Shower<br />
|-<br />
| 69 || Crashes the game with a fatal error<br />
|-<br />
| 70 || (null)<br />
|-<br />
| 71 || Crashes the game with a fatal error<br />
|-<br />
| 72 and beyond || (null)<br />
|}<br />
<br />
==See also==<br />
* [[WA Mission Customization Guide]]</div>Melonhttps://worms2d.info/?title=Worms_Armageddon_mission_file&diff=21797Worms Armageddon mission file2012-09-30T16:06:24Z<p>Melon: /* 3. The [Options] Group */ Mine fuses</p>
<hr />
<div>{{ParentArticle|[[File formats]]}}<br />
<br />
The Worms Armageddon mission file is the file format used to store missions. It contains many typos and spelling errors; so any typos in this page are more likely to be mistakes in the actual format than typos in the documentation.<br />
<br />
Mission files in a disc installation of Worms Armageddon are located on the CD. Which map is used appears to be hard-coded (not usually the same one as the mission filename), as are names and descriptions. This makes making custom missions a bit of a pain. However, below is an almost-complete documentation on the file format. A few notes from Worms World Party are also mentioned due to its mission editor existing, but this documentation is NOT comprehensive for the WWP file format which has many additions and a few alterations (especially of unused or little-known options). In the future, WWP additions may be listed at the bottom of this page.<br />
<br />
== Mission Groups ==<br />
All mission settings are organized under main groups according to their type. These groups always appear in the same order in official missions. (it is uncertain if the ordering matters)<br />
<br />
Not all the of the groups are vital for the mission to work. The '''[CPUTeam''#'']''', '''[Event''####'']''', and '''[Sequence''####'']''' may have multiple instances in the file, and the group seems to be ignored if the number is zero so make sure it's positive. <br />
<br />
Typos and many other errors appear to be silently ignored, which isn't great for manual debugging, especially since the file format is filled with them in the first place.<br />
<br />
=== 1. The [Mission] Group ===<br />
This contains the overview of the mission itself. Not yet particularly well-documented on the whole.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || MissionNumber= || Corresponds to the 0-indexed mission number; probably unused in game (untested).<br />
|-<br />
| int || WinningCondition= || What you need to do in order to win the mission.<br />
* 0: Kill all AI teams, will count as a failure if a red team does not carry out the winning move.<br />
* 1: Destroy a vital crate or team. Collecting the vital crate counts as a failure.<br />
* 2: Survival: A red-coloured team must be alive when the mission ends.<br />
* 3: Mission must be terminated (using event or sequence).<br />
|-<br />
| int || WinningWeapon= || Unknown, unused?<br />
|}<br />
<br />
=== 2. The [Description] Group ===<br />
This contains details about the description of the mission. Again, not at all well-documented.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || Name= || Index of the mission name, description, map file, and thumbnail. Position in the list of missions is hardcoded by filename it seems. For training missions, this is ONLY used for the map file; the rest of the data is hardcoded by filename.<br />
|-<br />
| int || Difficulty= || Not used. Apparently the difficulty rating for the mission?<br />
|}<br />
<br />
=== 3. The [Options] Group ===<br />
This contains the bulk of the scheme options for the mission. It's pretty comprehensive, containing many features not in the normal scheme format. Many of the values work differently to in the standard scheme format, so read the value descriptions carefully. Most of these are documented well but it is unknown what the upper and lower limits are for many of them; value ranges acceptable in the WWP mission editor are included where it is not obvious.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || FallDamage= || Sets the [[Fall Damage]].<br />
|-<br />
| bool || DisplayRoundTime= || Boolean. 1 to display the round time.<br />
|-<br />
| bool || EnableActionReplay= || Boolean. 1 to show action replays.<br />
|-<br />
| int || LandRetreatTime= || The retreat time in seconds for weapons fired from land.<br />
|-<br />
| int || RopeRetreatTime= || The retreat time in seconds for weapons fired from a rope.<br />
|-<br />
| int || RoundTime= || Round time. If the value is positive, it represents time in minutes; negative values represent time in seconds.<br />
|-<br />
| int || TurnTime= || Turn time. Appears to be formatted like the one in the scheme file, ie signed with negative representing infinite, as it won't let me enter a value greater than 126 in the WWP mission editor.<br />
|-<br />
| int || MineFuse= || Mine fuse in seconds, values are 1-3 or 5-127. Values of less than 1, or more than 127, or 4, produce random fuse lengths between 0 and 3 seconds.<br />
|-<br />
| int || ObjectType= || Always 0 in default mission files, as they place their objects manually. Probably as in scheme files, ie 0 for no objects, 1 for mines, 2 for barrels, 5 for both, but not tested. Objects would be placed in the same place every time due to random seed being set.<br />
|-<br />
| int || WeaponCrateDrops= || Weapon crate drop probability. Seems to work the same as in scheme files - see [[Crate probability]]<br />
|-<br />
| int || HealthCrateDrops= || Ditto, for health crates.<br />
|-<br />
| int || UtilityCrateDrops= || Ditto, for utility crates.<br />
|-<br />
| int || HealthCrateEnergy= || Set default value for energy obtained from health crates. Setting this to zero (or not including it) makes the default 15. <br />
|-<br />
| bool || EnableSecretWeapons= || 1 if super weapons are available from crates; 0 if not.<br />
|-<br />
| int || SuddenDeathWaterRise= || Water rise rate in pixels.<br />
|-<br />
| int || SuddenDeathWormDamage= || Worm damage in sudden death per turn. Positive values are absolute health values. -1 is all but one. Either 0 is "none", WWP mission editor seems to have a bug in this respect where it will set none to 1, more testing required.<br />
|-<br />
| int || SuddenDeathType= || 0 = end round. 1 = nuke. 2 and 3 = no nuke - water rise and worm damage honoured in both cases. More testing required.<br />
|-<br />
| int || PauseBetweenTurns= || Hotseat time in seconds.<br />
|-<br />
| int || GirderRadius= || Girder placement radius in pixels. 0 = infinite range.<br />
|-<br />
| bool || WormSelect= || 0 = worms in order, 1 = user worm select.<br />
|-<br />
| int || JetPackTimeLimit= || The amount of fuel in the jetpack. Do not include this parameter if you wish to use the default fuel (30). Setting this value to zero will give infinite fuel, the fuel counter starts at zero and goes up as you use it.<br />
|-<br />
| bool || WeaponsDontEndTurn= || 1 if weapons don't end your turn, 0 otherwise.<br />
|-<br />
| bool || PauseTimerWhileFiring= || 1 if timer is paused during firing, 0 otherwise.<br />
|-<br />
| bool || TurnEndFinishesGame= || 1 if ending your turn finishes the mission.<br />
|-<br />
| bool || LossOfControlDoesntEndTurn= || 1 if losing control doesn't cause the turn to end, 0 otherwise.<br />
|-<br />
| bool || Score= || 1 if score displayed ingame; 0 otherwise.<br />
|-<br />
| bool || Sheep= || Enables the "All crates contain sheep" cheat. When exploded, crates will throw out a sheep regardless of the crate contents.<br />
|}<br />
<br />
=== 4. The [Enviroment] Group ===<br />
This contains information about the environment of the landscape. Once again, reasonably documented, but value limits are not known.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| string || LandFile= || Seems to always be data\land.dat<br />
|-<br />
| int || Wind= || Maximum wind out of 100. If -1, fixed wind is enabled.<br />
|-<br />
| int || FixedWind= || If Wind = -1, this is a value between -100 and 100 representing the fixed wind, with -100 being full left and 100 being full right.<br />
|-<br />
| int || Friction= || The opposite of friction. Default is 96. WWP mission editor values: ice = 99, mud = 98, stone = 96, rubber = 50, glue = 1. Maybe above 100 is anti-friction?<br />
|-<br />
| bool || IndestructableBorder= || [sic]. 1 if indestructible border around whole level, 0 if not.<br />
|-<br />
| bool || IndestructableLandscape= || [sic]. 1 if indestructible landscape, 0 if not.<br />
|-<br />
| int || LogicRandomSeed= || The starting random seed. 12345 is used for most WA missions; 0 for WWP custom missions. Doesn't really matter.<br />
|-<br />
| bool || AlliedGroupToGoFirst= || Which allied group is first to have a turn.<br />
|-<br />
| int || Sound= || Track number on disc of ambient audio track to play during mission. Values out of range (of 1-11) appear to choose random BGM.<br />
|-<br />
|}<br />
<br />
=== 5. The [Teams] Group ===<br />
Very small group describing the number of teams in the mission.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamsInMission= || Simply, the number of teams in the mission. The game does appear to use this; one mission has a fifth team defined that isn't used due to this being 4; and if this is set too high, the game spawns 1-worm CPU teams in "random" places on the map. Trying to set this value higher than 6 will cause WA to produce an error message when trying to load the mission that the number of teams is too high, then run the mission with only 6 teams. Values less than 1 will cause the mission to load with 1 team.<br />
|-<br />
|}<br />
<br />
=== 6. The [HumanTeam] Group ===<br />
The group describing the human team.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team. No out-of-bounds checking is done on this number, so a value outside of 0-8 will cause a fatal crash. A value of zero will cause the team to spawn with zero worms, causing the team bar to shrink and then drop off the bottom of the screen immediately, much like what happens when a team is wiped out normally.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. Any negative number or number larger then 32,767 is infinite, however you can collect more ammo from crates letting you go above 32,767, if for some reason you think you'll need more ammo.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. Like ammo, this can be set to an infinite value if you want to render it unusable with a negative value or value higher than 32,767. Providing a delay to instant effect utilities will prevent them from triggering until the delay runs out.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. -1 for "very high health that can't be displayed properly" (quote from WWP mission editor).<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || 1 if placed as per the options below, 0 if "randomly" placed (obviously based on the same seed each game so not random at all).<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm. <br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm.<br />
|-<br />
| bool || Worm''#''_Vital= || 1 for vital worm; 0 for not. Appears to have no effect for the human team, but some missions have it anyway. That's probably the source of the "killing your worm as well wins the mission" bug in some versions of mission 14 - this option was expected to work when it didn't.<br />
|}<br />
<br />
=== 7. The [CPUTeam''#''] Group ===<br />
Any number of groups describing CPU teams. Presumably limited to five of these.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamNameNumber= || The team name. You can choose from the following values, any value not listed will be treated as 0:<br />
* 0 = Cannon Fodder<br />
* 1 = Commandos<br />
* 2 = Elite<br />
* 3 = Enemy<br />
* 4 = Guardsmen<br />
* 5 = Gunners<br />
* 6 = Officers<br />
* 7 = Patrol<br />
* 8 = Platoon<br />
* 9 = Resistance<br />
* 10 = Special Forces<br />
|-<br />
| int || TeamSkill= || CPU skill. Setting this value to 0 will cause the team to be player controlled, although the mission is still treated as a single-player mission relying on the survival of the red player team. Setting this to 101-120 will result in what appears to be a hyper-accurate 6th skill that exhibits some peculiarities, it loves to aim for its own alliance teammates (including you), but will only actually fire the shot if it thinks it's going to miss because there is land in the way. This can result in some unintended friendly fire (for example, firing an uzi when there is a thin strip of land in the way, so later bullets hit). Other invalid values can cause strange behaviour and should not be used. The team's flag is determined by this setting:<br />
* 1-20 = CPU1<br />
* 21-40 = CPU2<br />
* 41-60 = CPU3<br />
* 61-80 = CPU4<br />
* 81-100 = CPU5<br />
* 0 or 101-120: Default flag<br />
* Other values: No flag (a big black rectangle is drawn)<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team. Invalid values causes crashes.<br />
|-<br />
| int || SoundBank= || Supposedly sets the soundbank for the team, but is ignored. The default soundbank is always used.<br />
|-<br />
| int || Flag= || Supposedly selects the flag, but this is ignored. Flags are selected through the TeamSkill parameter.<br />
|-<br />
| int || GraveStone= || Supposedly selects the gravestone used by the team, but this is ignored. It is not possible to change gravestones.<br />
|-<br />
| int || AlliedGroup= || Allied group of the team. 0 is red, 1 is blue, etc. Use the values 0-5 for each of the 6 team colours. Setting a CPU team's group to 0 will result in a computer team allied to you, which follows the usual rules of alliances in matches (NOTE: You will gain access to any weapons granted to this team as you will both share an inventory). If a CPU team is allied with you, the mission will still immediately fail if the player team is wiped out. Setting the value to 6 or 7 will result in the mission immediately aborting as a failure. For some reason, starting a match with a team of alliance 8 present will set your game volume to 0. Note that other values can cause horrible sprite issues, inactive teams using large fonts for their name text, and all other manner of Lovecraftian horror.<br />
|-<br />
| bool || MissionVital= || Set to 1 if team is vital to a mission. This will produce a team of hat-wearing "VIP" worms that cannot act and will cause the immediate surrender of any allied teams when all of the worms in the team die. This includes making the player team surrender resulting in a mission failure if a VIP team is allied with them. Note that VIP worms will always wear a red hat, regardless of the colour team they are allied with.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. -1 is infinite.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. 0 or not present for no delay.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. Negative values wrap around to large numbers, e.g. a setting of -1 gives a worm 65535 health, although this will display as 9999. A worm starting with 0 energy will immediately die.<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm. A negative value counts as "infinite", which will take a worm to 1 hit point after the first turn, as poison/disease will not kill a worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || Unlike the human team, this option is ignored for CPU teams and is always set to 1. This is due to a bug fix in the [[Worms_Armageddon_ReadMe_(English)/v3.6.26.4_Beta_Update|v3.6.26.4_Beta_Update]] for mission #26 "Mad Cows". If you want to "randomly" place CPU team worms, don't provide any X and Y co-ordinates.<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm.<br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm. Worms placed in the air and will "snap to ground" when the mission is loaded. Starting a worm stuck inside the ground will cause it to default to co-ordinates that appear to be something like (0, -200), causing the worm to get trapped outside of cavern levels. There are no sensibility checks on the co-ordinates you provide.<br />
|-<br />
| int || Worm''#''_NameNumber= || The worm name. You can choose from the following values, any value not listed will be treated as 0:<br />
* 0 = Sentry<br />
* 1 = Guard<br />
* 2 = Sniper<br />
* 3 = Grenadier<br />
* 4 = Field Soldier<br />
* 5 = Artillery<br />
* 6 = Captain<br />
* 7 = Secret Agent<br />
* 8 = Major<br />
* 9 = General<br />
* 10 = Field Marshall<br />
* 11 = Assassin<br />
|-<br />
| int || Worm''#''_FixedWeapon= || The weapon ID of the fixed weapon. 0 for normal free CPU choice.<br />
|-<br />
| int || Worm''#''_ActionRadius= || The distance away from itself the CPU takes into account. 0 = no range limitation?<br />
|-<br />
| bool || Worm''#''_Vital= || 1 if the worm is vital to the mission, 0 otherwise. If a vital worm is killed, all allied teams surrender. Might not work with allies to the human team.<br />
|-<br />
|}<br />
<br />
=== 8. The [Events] Group ===<br />
Definitely not required, this group.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TotalNumberOfEvents= || Supposed to be the total number of events, but actually wrong in some of the few missions it even appears in. This value is ignored anyway.<br />
|-<br />
|}<br />
<br />
=== 9. The [Event''####''] Group ===<br />
Events happen independently of each other after a certain number of turns. If more than one event exists for a given turn, they are executed in numerical order. Note that possibly due to a bug or possibly by design, events must appear in the order in which they occur - so if a turn 0 event appears after a turn 1 event, the turn 0 event will not be executed.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TypeOfEvent= || See [[#Event Types|Event Types]]<br />
|-<br />
| int || Turn= || Will cause this event to activate before the nth turn (starting from turn 0 being the first).<br />
|-<br />
| int || Retries= || Causes the event to activate if the number of attempts is equal to or higher than this number. Allows additional events to occur in silver and bronze medal missions (bronze = 1, silver = 4).<br />
|-<br />
| int || [[#Text_String_Index|Text_String_Index]]= || The string index to use for event type 10.<br />
|-<br />
| bool || EventEnd= || Used as a final dummy event to signify the end of the list of events. Not sure if the game likes this being absent or not.<br />
|-<br />
| int || PlaceWeapon_Bonus_Points= || The number of points you get for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_TurnExtension= || The extension to your turn time for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_RoundExtention= || Appears in official mission files but does nothing, even if you fix the typo.<br />
|-<br />
| int || PlaceWeapon_XPosition= || X position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_YPosition= || Y position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_OnGround= || 1 if the weapon crate spawns on the ground beneath the coords (much faster, please do this) or 0 if it falls from the coords.<br />
|-<br />
| int || [[#PlaceWeapon_Contents|PlaceWeapon_Contents]]= || The weapon ID that is in the crate.<br />
|-<br />
| bool || PlaceWeapon_Marked= || 1 if the weapon crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceWeapon_Vital= || 1 if the weapon crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceWeapon_Ammo= || The ammunition of the weapon in the crate, -1 for infinite.<br />
|-<br />
| int || PlaceHealth_Bonus_Points= || The number of points you get for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_TurnExtention= || The extension to your turn time for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_RoundExtention= || Appears in official mission files but does nothing, even if you fix the typo.<br />
|-<br />
| int || PlaceHealth_XPosition= || X position of health crate.<br />
|-<br />
| int || PlaceHealth_YPosition= || Y position of health crate.<br />
|-<br />
| int || PlaceHealth_OnGround= || 1 if the health crate spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceHealth_Health= || Amount of health in the crate. Uses the mission default if not present. Note that setting this to zero will not use the default, but make the health crate restore 0 health.<br />
|-<br />
| bool || PlaceHealth_Marked= || 1 if the health crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceHealth_Vital= || 1 if the health crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceTarget_XPosition= || X position of target.<br />
|-<br />
| int || PlaceTarget_YPosition= || Y position of target.<br />
|-<br />
| int || PlaceTarget_OnGround= || 1 if the target spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceTarget_TargetType= || 0 for normal, 1 for old woman. In WWP, 2 is invisible, not sure if this is the case in WA.<br />
|-<br />
| int || PlaceTarget_FallSpeed= || Fall speed for the target.<br />
|-<br />
| int || PlaceTarget_Bonus_Points= || The number of points you get for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_TurnExtention= || The extension to your turn time for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_RoundExtention= || Appears in official mission files but does nothing, even if you fix the typo.<br />
|-<br />
| bool || PlaceTarget_Marked= || 1 if the target is marked - ie, important for sequences.<br />
|-<br />
| int || PlaceMine_XPosition= || X position of mine.<br />
|-<br />
| int || PlaceMine_YPosition= || Y position of mine.<br />
|-<br />
| int || PlaceMine_OnGround= || 1 if the mine spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceDrum_XPosition= || X position of drum.<br />
|-<br />
| int || PlaceDrum_YPosition= || Y position of drum.<br />
|-<br />
| int || PlaceDrum_OnGround= || 1 if the drum spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || SetEventTurn_TurnNumber= || (Turn number to skip to + 1) for event 12.<br />
|}<br />
<br />
=== 10. The [Sequence''####''] Group ===<br />
Sequence groups are always executed in numerical order from the start of the mission, but sequences in a given turn are always executed after events (in case the first event is "pause executing sequence"). Some event IDs cause the sequence to pause execution until some condition is fulfilled. Note that it is only possible to have one sequence running at a time, unlike WWP where you can have at least two.<br />
<br />
All options are mostly identical to ones in Event groups; the only difference is the way in which they are executed. Despite the Turn= parameter appearing in official missions, it does not work for sequences. To get a sequence to start after a certain turn, you will need to use a Pause Sequence Event and then a Resume Sequence event on the turn you want it to start.<br />
<br />
== Event types ==<br />
Here are the possible values and their functions for the TypeOfEvent settings in events and sequences. Do bear in mind that some of them are only particularly useful in one or the other, but the types appear to be consistent between them which is nice.<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Function<br />
|-<br />
|1 || Place weapon crate.<br />
|-<br />
|2 || Place health crate.<br />
|-<br />
|3 || Place target.<br />
|-<br />
|4 || Trigger nuke.<br />
|-<br />
|5 || Trigger Earthquake.<br />
|-<br />
|6 || Trigger Armageddon.<br />
|-<br />
|7 || Trigger sudden death.<br />
|-<br />
|8 || Wait until no more "marked" crates (for sequences).<br />
|-<br />
|9 || Wait until no more "marked" targets (for sequences).<br />
|-<br />
|10 || Display Morse code message.<br />
|-<br />
|11 || This has an unknown effect in WA. One mission tries to use it to display text but it doesn't appear to work. Requisitioned in WWP as "pause for (n) 10ths of a second" (this isn't implemented in WA), so if it does do something in WA, it's probably unimportant.<br />
|-<br />
|12 || Set Next Turn Number. Not used in any missions, and works a little glitchily - it actually sets the turn number to one less than the value supplied. Also note that because the turn number changes instantly, remaining events for the current turn will no longer execute and instead the game will start executing events for the turn number that it changes to.<br />
|-<br />
|13 || Place mine.<br />
|-<br />
|14 || Place oil barrel.<br />
|-<br />
|15 || Restart sequence.<br />
|-<br />
|16 || Terminate mission (= win if WinningCondition=3 and possibly others).<br />
|-<br />
|17 || Pause sequence<br />
|-<br />
|18 || Resume sequence<br />
|}<br />
<br />
== Weapon Strings ==<br />
The weapon settings in a mission may be configured individually for each team through use of the '''Ammo_''' and '''Delay_''' prefixes, followed by a weapon string and settings. For example, '''Ammo_Batrope=-1''' would set a team's ninja rope supply to infinite, and '''Delay_Bazooka=2''' would apply a 2 turn bazooka delay.<br />
<br />
The following is a list of weapon strings. You always have an infinite supply of Skip go and Surrender, so supplying ammo is unnecessary. It is currently unknown if it is possible to add Aqua Sheep directly to the inventory (but they can be provided in weapon crates, which is the method used in the official missions) - it appears to be implemented with the AquaSheep string, but in rudimentary tests this has not worked.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!Hot Key !! Column #1 !! Column #2 !! Column #3 !! Column #4 !! Column #5<br />
|-<br />
| '''Util.''' || JetPack || LowGravity || FastWalk || LaserSight || Invisibility<br />
|-<br />
| '''F1''' || Bazooka || HomingMissile || Mortar || HomingPigeon || SheepLauncher<br />
|-<br />
| '''F2''' || Grenade || ClusterBomb || BananaBomb || Axe || Earthquake<br />
|-<br />
| '''F3''' || Shotgun || Handgun || Uzi || Minigun || Longbow<br />
|-<br />
| '''F4''' || FirePunch || DragonBall || Kamikaze || SuicideBomber || Prod<br />
|-<br />
| '''F5''' || Dynamite || Mine || Sheep || SuperSheep || MoleBomb<br />
|-<br />
| '''F6''' || AirStrike || NapalmStrike || PostalStrike || MineStrike || MoleSquadron<br />
|-<br />
| '''F7''' || BlowTorch || PneumaticDrill || Girder || BaseballBat || BridgeKit<br />
|-<br />
| '''F8''' || Batrope || Bungee || Parachute || Teleport || Scales<br />
|-<br />
| '''F9''' || SuperBananaBomb || HolyHandGrenade || FlameThrower || SallyArmy || MBBomb<br />
|-<br />
| '''F10''' || PetrolBomb || Skunk || MingVase || SheepStrike || CarpetBomb<br />
|-<br />
| '''F11''' || MadCow || OldWoman || Donkey || NuclearBomb || Armageddon<br />
|-<br />
| '''F12''' || || || SelectWorm || Freeze || MagicBullet<br />
|}<br />
<br />
You can also add the instant effect utilities to your inventory with the following weapon strings, which will correctly take effect for the opening turn only, regardless of how many ammo you give. The exception is Crate Spy, which will last for the entire mission, as expected.<br />
<br />
*Damagex2<br />
*CrateSpy<br />
*DoubleTime<br />
*CrateShower<br />
<br />
== Text_String_Index ==<br />
<br />
The transition messages you get during missions are hardcoded into the game and are referred to via a number. The following table summarises which numbers refer to which messages (in English).<br />
<br />
'''Notes:'''<br />
*There is a typo in-game for messages number 22 and 42, they contain a carriage return arrow at the end.<br />
*Strings 120 - 130 are the names of the CPU teams usable in missions.<br />
*There may be other non-empty strings beyond 130, but they are unlikely to be useful for the purpose of being used during a mission. <br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Message<br />
|-<br />
| 0 || Weapons drop!<br />
|-<br />
| 1 || Supplies imminent.<br />
|-<br />
| 2 || Secure the drop zones!<br />
|-<br />
| 3 || Delivery successful, over and out.<br />
|-<br />
| 4 || The iron eagle is on the way, over.<br />
|-<br />
| 5 || Package delivered, over and out.<br />
|-<br />
| 6 || That's it we're clean out, you're on your own!<br />
|-<br />
| 7 || The crates are your only hope...<br />
|-<br />
| 8 || Enemy air transport en route.<br />
|-<br />
| 9 || Enemy transport closing.<br />
|-<br />
| 10 || Almost here!<br />
|-<br />
| 11 || It's arrived, now get the crate and get the hell out!<br />
|-<br />
| 12 || No ammo? Try this for size!<br />
|-<br />
| 13 || Mind your head!<br />
|-<br />
| 14 || A first class delivery!<br />
|-<br />
| 15 || Weapons drop successful!<br />
|-<br />
| 16 || Don't let this equipment fall into the wrong hands...<br />
|-<br />
| 17 || Express Delivery!<br />
|-<br />
| 18 || Death by mail order.<br />
|-<br />
| 19 || A little bit of healing goes a long way...<br />
|-<br />
| 20 || Something to perk you up, sir.<br />
|-<br />
| 21 || A blessed relief.<br />
|-<br />
| 22 || Some timely assistance?&#8629;<br />
|-<br />
| 23 || Medical supplies dispatched.<br />
|-<br />
| 24 || Another helping hand.<br />
|-<br />
| 25 || A little assistance for you.<br />
|-<br />
| 26 || Every little bit helps.<br />
|-<br />
| 27 || A little light relief.<br />
|-<br />
| 28 || Anybody require medical assistance?<br />
|-<br />
| 29 || Is this your blood group?<br />
|-<br />
| 30 || Live damn you, Live!<br />
|-<br />
| 31 || Medic!<br />
|-<br />
| 32 || Nuke en-route.<br />
|-<br />
| 33 || Time is against us sir, we need to deal with this quickly!<br />
|-<br />
| 34 || Smoke'em out if you can...<br />
|-<br />
| 35 || Meteor strike imminent, dig in!<br />
|-<br />
| 36 || It's on its way, ETA 5 minutes!<br />
|-<br />
| 37 || Time is short, get a move on!<br />
|-<br />
| 38 || Tactical nuclear missile launch detected.<br />
|-<br />
| 39 || Warning! Strike imminent!<br />
|-<br />
| 40 || A tremor has been detected at the north end of the island!<br />
|-<br />
| 41 || Global warming! Watch the water level!<br />
|-<br />
| 42 || Try not to get wet!&#8629;<br />
|-<br />
| 43 || Hurry, don't let them dig in!<br />
|-<br />
| 44 || The General is escaping!<br />
|-<br />
| 45 || Radiation will be the death of you!<br />
|-<br />
| 46 || Reach for the skies!<br />
|-<br />
| 47 || Climb a mountain not a molehill.<br />
|-<br />
| 48 || Keep away from the edge, earthquake imminent!<br />
|-<br />
| 49 || Where's Noah when you need him?<br />
|-<br />
| 50 || It's time to build those shelters.<br />
|-<br />
| 51 || Hope you've got protection.<br />
|-<br />
| 52 || WARNING! Seismic activity, 7.2 on the Richter scale!<br />
|-<br />
| 53 || What happened to the five minute warning?<br />
|-<br />
| 54 || Global extermination!<br />
|-<br />
| 55 || WARNING! Destabilising fault-line...<br />
|-<br />
| 56 || Caution, tectonic movement!<br />
|-<br />
| 57 || The end of the world is nigh!<br />
|-<br />
| 58 || Judgement Day.<br />
|-<br />
| 59 || Enemy forces mobilising!<br />
|-<br />
| 60 || Strike imminent!<br />
|-<br />
| 61 || Next turn the enemy gets serious.<br />
|-<br />
| 62 || The enemy is armed to the teeth!<br />
|-<br />
| 63 || They've seen you, RUN!<br />
|-<br />
| 64 || Enemy weapons embargo has been lifted.<br />
|-<br />
| 65 || There may be trouble ahead...<br />
|-<br />
| 66 || This conflict is escalating.<br />
|-<br />
| 67 || Ride those thermals, trooper!<br />
|-<br />
| 68 || War is hell.<br />
|-<br />
| 69 || Better dig deep...<br />
|-<br />
| 70 || There IS honour in death.<br />
|-<br />
| 71 || Use the darkside!<br />
|-<br />
| 72 || Secure the area!<br />
|-<br />
| 73 || Dig down and dig deep.<br />
|-<br />
| 74 || That fruits just about ripe and for the picking.<br />
|-<br />
| 75 || Remember to get the crates to add armoury.<br />
|-<br />
| 76 || A utility would be useful...<br />
|-<br />
| 77 || You could do with some 1st aid.<br />
|-<br />
| 78 || You'll need to use the rope...<br />
|-<br />
| 79 || Think about using some girders as cover.<br />
|-<br />
| 80 || You need to draw fire.<br />
|-<br />
| 81 || Remember that you can drop items while on a rope!<br />
|-<br />
| 82 || Learn to use the repeat swing of the rope!<br />
|-<br />
| 83 || Learn all the jumping techniques.<br />
|-<br />
| 84 || A back jump gets you up even higher.<br />
|-<br />
| 85 || Make a note of the enemy units and their skills.<br />
|-<br />
| 86 || Act quickly, think sooner.<br />
|-<br />
| 87 || Skunks can reach places that other weapons cannot reach!<br />
|-<br />
| 88 || Guns can be strafed up and down when fired.<br />
|-<br />
| 89 || Crates can sometimes offer a solution to a mission.<br />
|-<br />
| 90 || Girders can still be placed even whilst swinging on your rope.<br />
|-<br />
| 91 || Need a leg up? Try an arrow or two...<br />
|-<br />
| 92 || A girder could be your last line of defence...<br />
|-<br />
| 93 || Animals and old women can go shopping you know...<br />
|-<br />
| 94 || Parachutes don't slow your fall but can be controlled...<br />
|-<br />
| 95 || A parachute! Ride those thermals, trooper!<br />
|-<br />
| 96 || Crates and explosions don't mix.<br />
|-<br />
| 97 || Air strikes are more effective from the correct direction!<br />
|-<br />
| 98 || Moles love to dig down and they tend to explode too.<br />
|-<br />
| 99 || A well-placed stick of dynamite will dislodge any stubborn Worm.<br />
|-<br />
| 100 || Wind can have an effect on fire, be careful not to stand downwind<br />
|-<br />
| 101 || Measure the wind and send a bazooka curling!<br />
|-<br />
| 102 || Extra Worms make great decoys.<br />
|-<br />
| 103 || Roll out the barrels, they can be deadly too...<br />
|-<br />
| 104 || This crate could be vital!<br />
|-<br />
| 105 || Girders can help grenades reach their targets...<br />
|-<br />
| 106 || Aqua Sheep by name, aquatic by nature.<br />
|-<br />
| 107 || Come on soldier, get a move on!<br />
|-<br />
| 108 || You'd better hurry, there's not much time left!<br />
|-<br />
| 109 || Quick! The water is rising!<br />
|-<br />
| 110 || Here's something to help this time.<br />
|-<br />
| 111 || If you're having trouble, use this.<br />
|-<br />
| 112 || We thought you would appreciate this!<br />
|-<br />
| 113 || Looks like you need help, rookie.<br />
|-<br />
| 114 || This will come in handy...<br />
|-<br />
| 115 || You need help...<br />
|-<br />
| 116 || Try this.<br />
|-<br />
| 117 || (empty string)<br />
|-<br />
| 118 || (empty string)<br />
|-<br />
| 119 || (empty string)<br />
|-<br />
| 120 || Cannon Fodder<br />
|-<br />
| 121 || Commandos<br />
|-<br />
| 122 || Elite<br />
|-<br />
| 123 || Enemy<br />
|-<br />
| 124 || Guardsmen<br />
|-<br />
| 125 || Gunners<br />
|-<br />
| 126 || Officers<br />
|-<br />
| 127 || Patrol<br />
|-<br />
| 128 || Platoon<br />
|-<br />
| 129 || Resistance<br />
|-<br />
| 130 || Special Forces<br />
|}<br />
<br />
== PlaceWeapon_Contents ==<br />
<br />
When placing a weapon or utility crate you need to refer to its contents by a number rather than a name. The following list indicates which number refers to which crate contents:<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Contents<br />
|-<br />
| 0 || None (This is a specially defined "empty" crate)<br />
|-<br />
| 1 || Bazooka<br />
|-<br />
| 2 || Homing Missile<br />
|-<br />
| 3 || Mortar<br />
|-<br />
| 4 || Homing Pigeon<br />
|-<br />
| 5 || Sheep Launcher<br />
|-<br />
| 6 || Grenade<br />
|-<br />
| 7 || Cluster Bomb<br />
|-<br />
| 8 || Banana Bomb<br />
|-<br />
| 9 || Mole Bomb<br />
|-<br />
| 10 || Shotgun<br />
|-<br />
| 11 || Handgun<br />
|-<br />
| 12 || Uzi<br />
|-<br />
| 13 || Minigun<br />
|-<br />
| 14 || Longbow<br />
|-<br />
| 15 || Fire Punch<br />
|-<br />
| 16 || Dragonball<br />
|-<br />
| 17 || Kamikaze<br />
|-<br />
| 18 || Prod<br />
|-<br />
| 19 || Battle Axe<br />
|-<br />
| 20 || Dynamite<br />
|-<br />
| 21 || Mine<br />
|-<br />
| 22 || Sheep<br />
|-<br />
| 23 || Super Sheep<br />
|-<br />
| 24 || Aqua Sheep<br />
|-<br />
| 25 || Earth Quake<br />
|-<br />
| 26 || Air Strike<br />
|-<br />
| 27 || Napalm Strike<br />
|-<br />
| 28 || Mail Strike<br />
|-<br />
| 29 || Mine Strike<br />
|-<br />
| 30 || Armageddon<br />
|-<br />
| 31 || Blow torch<br />
|-<br />
| 32 || Pneumatic Drill<br />
|-<br />
| 33 || Girder<br />
|-<br />
| 34 || Baseball Bat<br />
|-<br />
| 35 || Girder Starter-Pack<br />
|-<br />
| 36 || Ninja Rope<br />
|-<br />
| 37 || Bungee<br />
|-<br />
| 38 || Parachute<br />
|-<br />
| 39 || Teleport<br />
|-<br />
| 40 || Scales of Justice<br />
|-<br />
| 41 || Super Banana Bomb<br />
|-<br />
| 42 || Holy Hand-Grenade<br />
|-<br />
| 43 || Salvation Army<br />
|-<br />
| 44 || MB Bomb<br />
|-<br />
| 45 || Flamethrower<br />
|-<br />
| 46 || Petrol Bomb<br />
|-<br />
| 47 || Skunk<br />
|-<br />
| 48 || Priceless Ming Vase<br />
|-<br />
| 49 || French Sheep Strike<br />
|-<br />
| 50 || Mike's Carpet Bomb<br />
|-<br />
| 51 || Mad cow<br />
|-<br />
| 52 || Old woman<br />
|-<br />
| 53 || Mole Squadron<br />
|-<br />
| 54 || Concrete Donkey<br />
|-<br />
| 55 || Indian nuclear Test<br />
|-<br />
| 56 || Select worm<br />
|-<br />
| 57 || Freeze<br />
|-<br />
| 58 || Patsy's Magic Bullet<br />
|-<br />
| 59 || Fast Walk<br />
|-<br />
| 60 || Laser sight<br />
|-<br />
| 61 || Double Damage<br />
|-<br />
| 62 || Invisibility (Usable even in single player!)<br />
|-<br />
| 63 || Low Gravity<br />
|-<br />
| 64 || Crashes the game with a fatal error<br />
|-<br />
| 65 || Suicide Bomber<br />
|-<br />
| 66 || Jetpack<br />
|-<br />
| 67 || Double Turn Time<br />
|-<br />
| 68 || Crate Shower<br />
|-<br />
| 69 || Crashes the game with a fatal error<br />
|-<br />
| 70 || (null)<br />
|-<br />
| 71 || Crashes the game with a fatal error<br />
|-<br />
| 72 and beyond || (null)<br />
|}<br />
<br />
==See also==<br />
* [[WA Mission Customization Guide]]</div>Melonhttps://worms2d.info/?title=Worms_Armageddon_mission_file&diff=21796Worms Armageddon mission file2012-09-30T12:07:44Z<p>Melon: /* 1. The [Mission] Group */ Clarifying win conditions when player-controlled alliances are present.</p>
<hr />
<div>{{ParentArticle|[[File formats]]}}<br />
<br />
The Worms Armageddon mission file is the file format used to store missions. It contains many typos and spelling errors; so any typos in this page are more likely to be mistakes in the actual format than typos in the documentation.<br />
<br />
Mission files in a disc installation of Worms Armageddon are located on the CD. Which map is used appears to be hard-coded (not usually the same one as the mission filename), as are names and descriptions. This makes making custom missions a bit of a pain. However, below is an almost-complete documentation on the file format. A few notes from Worms World Party are also mentioned due to its mission editor existing, but this documentation is NOT comprehensive for the WWP file format which has many additions and a few alterations (especially of unused or little-known options). In the future, WWP additions may be listed at the bottom of this page.<br />
<br />
== Mission Groups ==<br />
All mission settings are organized under main groups according to their type. These groups always appear in the same order in official missions. (it is uncertain if the ordering matters)<br />
<br />
Not all the of the groups are vital for the mission to work. The '''[CPUTeam''#'']''', '''[Event''####'']''', and '''[Sequence''####'']''' may have multiple instances in the file, and the group seems to be ignored if the number is zero so make sure it's positive. <br />
<br />
Typos and many other errors appear to be silently ignored, which isn't great for manual debugging, especially since the file format is filled with them in the first place.<br />
<br />
=== 1. The [Mission] Group ===<br />
This contains the overview of the mission itself. Not yet particularly well-documented on the whole.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || MissionNumber= || Corresponds to the 0-indexed mission number; probably unused in game (untested).<br />
|-<br />
| int || WinningCondition= || What you need to do in order to win the mission.<br />
* 0: Kill all AI teams, will count as a failure if a red team does not carry out the winning move.<br />
* 1: Destroy a vital crate or team. Collecting the vital crate counts as a failure.<br />
* 2: Survival: A red-coloured team must be alive when the mission ends.<br />
* 3: Mission must be terminated (using event or sequence).<br />
|-<br />
| int || WinningWeapon= || Unknown, unused?<br />
|}<br />
<br />
=== 2. The [Description] Group ===<br />
This contains details about the description of the mission. Again, not at all well-documented.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || Name= || Index of the mission name, description, map file, and thumbnail. Position in the list of missions is hardcoded by filename it seems. For training missions, this is ONLY used for the map file; the rest of the data is hardcoded by filename.<br />
|-<br />
| int || Difficulty= || Not used. Apparently the difficulty rating for the mission?<br />
|}<br />
<br />
=== 3. The [Options] Group ===<br />
This contains the bulk of the scheme options for the mission. It's pretty comprehensive, containing many features not in the normal scheme format. Many of the values work differently to in the standard scheme format, so read the value descriptions carefully. Most of these are documented well but it is unknown what the upper and lower limits are for many of them; value ranges acceptable in the WWP mission editor are included where it is not obvious.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || FallDamage= || Sets the [[Fall Damage]].<br />
|-<br />
| bool || DisplayRoundTime= || Boolean. 1 to display the round time.<br />
|-<br />
| bool || EnableActionReplay= || Boolean. 1 to show action replays.<br />
|-<br />
| int || LandRetreatTime= || The retreat time in seconds for weapons fired from land.<br />
|-<br />
| int || RopeRetreatTime= || The retreat time in seconds for weapons fired from a rope.<br />
|-<br />
| int || RoundTime= || Round time. If the value is positive, it represents time in minutes; negative values represent time in seconds.<br />
|-<br />
| int || TurnTime= || Turn time. Appears to be formatted like the one in the scheme file, ie signed with negative representing infinite, as it won't let me enter a value greater than 126 in the WWP mission editor.<br />
|-<br />
| int || MineFuse= || Mine fuse in seconds, 4 is random. (-1 is random in WWP, maybe any value outside 1-3 works?)<br />
|-<br />
| int || ObjectType= || Always 0 in default mission files, as they place their objects manually. Probably as in scheme files, ie 0 for no objects, 1 for mines, 2 for barrels, 5 for both, but not tested. Objects would be placed in the same place every time due to random seed being set.<br />
|-<br />
| int || WeaponCrateDrops= || Weapon crate drop probability. Seems to work the same as in scheme files - see [[Crate probability]]<br />
|-<br />
| int || HealthCrateDrops= || Ditto, for health crates.<br />
|-<br />
| int || UtilityCrateDrops= || Ditto, for utility crates.<br />
|-<br />
| int || HealthCrateEnergy= || Set default value for energy obtained from health crates. Setting this to zero (or not including it) makes the default 15. <br />
|-<br />
| bool || EnableSecretWeapons= || 1 if super weapons are available from crates; 0 if not.<br />
|-<br />
| int || SuddenDeathWaterRise= || Water rise rate in pixels.<br />
|-<br />
| int || SuddenDeathWormDamage= || Worm damage in sudden death per turn. Positive values are absolute health values. -1 is all but one. Either 0 is "none", WWP mission editor seems to have a bug in this respect where it will set none to 1, more testing required.<br />
|-<br />
| int || SuddenDeathType= || 0 = end round. 1 = nuke. 2 and 3 = no nuke - water rise and worm damage honoured in both cases. More testing required.<br />
|-<br />
| int || PauseBetweenTurns= || Hotseat time in seconds.<br />
|-<br />
| int || GirderRadius= || Girder placement radius in pixels. 0 = infinite range.<br />
|-<br />
| bool || WormSelect= || 0 = worms in order, 1 = user worm select.<br />
|-<br />
| int || JetPackTimeLimit= || The amount of fuel in the jetpack. Do not include this parameter if you wish to use the default fuel (30). Setting this value to zero will give infinite fuel, the fuel counter starts at zero and goes up as you use it.<br />
|-<br />
| bool || WeaponsDontEndTurn= || 1 if weapons don't end your turn, 0 otherwise.<br />
|-<br />
| bool || PauseTimerWhileFiring= || 1 if timer is paused during firing, 0 otherwise.<br />
|-<br />
| bool || TurnEndFinishesGame= || 1 if ending your turn finishes the mission.<br />
|-<br />
| bool || LossOfControlDoesntEndTurn= || 1 if losing control doesn't cause the turn to end, 0 otherwise.<br />
|-<br />
| bool || Score= || 1 if score displayed ingame; 0 otherwise.<br />
|-<br />
| bool || Sheep= || Enables the "All crates contain sheep" cheat. When exploded, crates will throw out a sheep regardless of the crate contents.<br />
|}<br />
<br />
=== 4. The [Enviroment] Group ===<br />
This contains information about the environment of the landscape. Once again, reasonably documented, but value limits are not known.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| string || LandFile= || Seems to always be data\land.dat<br />
|-<br />
| int || Wind= || Maximum wind out of 100. If -1, fixed wind is enabled.<br />
|-<br />
| int || FixedWind= || If Wind = -1, this is a value between -100 and 100 representing the fixed wind, with -100 being full left and 100 being full right.<br />
|-<br />
| int || Friction= || The opposite of friction. Default is 96. WWP mission editor values: ice = 99, mud = 98, stone = 96, rubber = 50, glue = 1. Maybe above 100 is anti-friction?<br />
|-<br />
| bool || IndestructableBorder= || [sic]. 1 if indestructible border around whole level, 0 if not.<br />
|-<br />
| bool || IndestructableLandscape= || [sic]. 1 if indestructible landscape, 0 if not.<br />
|-<br />
| int || LogicRandomSeed= || The starting random seed. 12345 is used for most WA missions; 0 for WWP custom missions. Doesn't really matter.<br />
|-<br />
| bool || AlliedGroupToGoFirst= || Which allied group is first to have a turn.<br />
|-<br />
| int || Sound= || Track number on disc of ambient audio track to play during mission. Values out of range (of 1-11) appear to choose random BGM.<br />
|-<br />
|}<br />
<br />
=== 5. The [Teams] Group ===<br />
Very small group describing the number of teams in the mission.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamsInMission= || Simply, the number of teams in the mission. The game does appear to use this; one mission has a fifth team defined that isn't used due to this being 4; and if this is set too high, the game spawns 1-worm CPU teams in "random" places on the map. Trying to set this value higher than 6 will cause WA to produce an error message when trying to load the mission that the number of teams is too high, then run the mission with only 6 teams. Values less than 1 will cause the mission to load with 1 team.<br />
|-<br />
|}<br />
<br />
=== 6. The [HumanTeam] Group ===<br />
The group describing the human team.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team. No out-of-bounds checking is done on this number, so a value outside of 0-8 will cause a fatal crash. A value of zero will cause the team to spawn with zero worms, causing the team bar to shrink and then drop off the bottom of the screen immediately, much like what happens when a team is wiped out normally.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. Any negative number or number larger then 32,767 is infinite, however you can collect more ammo from crates letting you go above 32,767, if for some reason you think you'll need more ammo.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. Like ammo, this can be set to an infinite value if you want to render it unusable with a negative value or value higher than 32,767. Providing a delay to instant effect utilities will prevent them from triggering until the delay runs out.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. -1 for "very high health that can't be displayed properly" (quote from WWP mission editor).<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || 1 if placed as per the options below, 0 if "randomly" placed (obviously based on the same seed each game so not random at all).<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm. <br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm.<br />
|-<br />
| bool || Worm''#''_Vital= || 1 for vital worm; 0 for not. Appears to have no effect for the human team, but some missions have it anyway. That's probably the source of the "killing your worm as well wins the mission" bug in some versions of mission 14 - this option was expected to work when it didn't.<br />
|}<br />
<br />
=== 7. The [CPUTeam''#''] Group ===<br />
Any number of groups describing CPU teams. Presumably limited to five of these.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamNameNumber= || The team name. You can choose from the following values, any value not listed will be treated as 0:<br />
* 0 = Cannon Fodder<br />
* 1 = Commandos<br />
* 2 = Elite<br />
* 3 = Enemy<br />
* 4 = Guardsmen<br />
* 5 = Gunners<br />
* 6 = Officers<br />
* 7 = Patrol<br />
* 8 = Platoon<br />
* 9 = Resistance<br />
* 10 = Special Forces<br />
|-<br />
| int || TeamSkill= || CPU skill. Setting this value to 0 will cause the team to be player controlled, although the mission is still treated as a single-player mission relying on the survival of the red player team. Setting this to 101-120 will result in what appears to be a hyper-accurate 6th skill that exhibits some peculiarities, it loves to aim for its own alliance teammates (including you), but will only actually fire the shot if it thinks it's going to miss because there is land in the way. This can result in some unintended friendly fire (for example, firing an uzi when there is a thin strip of land in the way, so later bullets hit). Other invalid values can cause strange behaviour and should not be used. The team's flag is determined by this setting:<br />
* 1-20 = CPU1<br />
* 21-40 = CPU2<br />
* 41-60 = CPU3<br />
* 61-80 = CPU4<br />
* 81-100 = CPU5<br />
* 0 or 101-120: Default flag<br />
* Other values: No flag (a big black rectangle is drawn)<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team. Invalid values causes crashes.<br />
|-<br />
| int || SoundBank= || Supposedly sets the soundbank for the team, but is ignored. The default soundbank is always used.<br />
|-<br />
| int || Flag= || Supposedly selects the flag, but this is ignored. Flags are selected through the TeamSkill parameter.<br />
|-<br />
| int || GraveStone= || Supposedly selects the gravestone used by the team, but this is ignored. It is not possible to change gravestones.<br />
|-<br />
| int || AlliedGroup= || Allied group of the team. 0 is red, 1 is blue, etc. Use the values 0-5 for each of the 6 team colours. Setting a CPU team's group to 0 will result in a computer team allied to you, which follows the usual rules of alliances in matches (NOTE: You will gain access to any weapons granted to this team as you will both share an inventory). If a CPU team is allied with you, the mission will still immediately fail if the player team is wiped out. Setting the value to 6 or 7 will result in the mission immediately aborting as a failure. For some reason, starting a match with a team of alliance 8 present will set your game volume to 0. Note that other values can cause horrible sprite issues, inactive teams using large fonts for their name text, and all other manner of Lovecraftian horror.<br />
|-<br />
| bool || MissionVital= || Set to 1 if team is vital to a mission. This will produce a team of hat-wearing "VIP" worms that cannot act and will cause the immediate surrender of any allied teams when all of the worms in the team die. This includes making the player team surrender resulting in a mission failure if a VIP team is allied with them. Note that VIP worms will always wear a red hat, regardless of the colour team they are allied with.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. -1 is infinite.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. 0 or not present for no delay.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. Negative values wrap around to large numbers, e.g. a setting of -1 gives a worm 65535 health, although this will display as 9999. A worm starting with 0 energy will immediately die.<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm. A negative value counts as "infinite", which will take a worm to 1 hit point after the first turn, as poison/disease will not kill a worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || Unlike the human team, this option is ignored for CPU teams and is always set to 1. This is due to a bug fix in the [[Worms_Armageddon_ReadMe_(English)/v3.6.26.4_Beta_Update|v3.6.26.4_Beta_Update]] for mission #26 "Mad Cows". If you want to "randomly" place CPU team worms, don't provide any X and Y co-ordinates.<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm.<br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm. Worms placed in the air and will "snap to ground" when the mission is loaded. Starting a worm stuck inside the ground will cause it to default to co-ordinates that appear to be something like (0, -200), causing the worm to get trapped outside of cavern levels. There are no sensibility checks on the co-ordinates you provide.<br />
|-<br />
| int || Worm''#''_NameNumber= || The worm name. You can choose from the following values, any value not listed will be treated as 0:<br />
* 0 = Sentry<br />
* 1 = Guard<br />
* 2 = Sniper<br />
* 3 = Grenadier<br />
* 4 = Field Soldier<br />
* 5 = Artillery<br />
* 6 = Captain<br />
* 7 = Secret Agent<br />
* 8 = Major<br />
* 9 = General<br />
* 10 = Field Marshall<br />
* 11 = Assassin<br />
|-<br />
| int || Worm''#''_FixedWeapon= || The weapon ID of the fixed weapon. 0 for normal free CPU choice.<br />
|-<br />
| int || Worm''#''_ActionRadius= || The distance away from itself the CPU takes into account. 0 = no range limitation?<br />
|-<br />
| bool || Worm''#''_Vital= || 1 if the worm is vital to the mission, 0 otherwise. If a vital worm is killed, all allied teams surrender. Might not work with allies to the human team.<br />
|-<br />
|}<br />
<br />
=== 8. The [Events] Group ===<br />
Definitely not required, this group.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TotalNumberOfEvents= || Supposed to be the total number of events, but actually wrong in some of the few missions it even appears in. This value is ignored anyway.<br />
|-<br />
|}<br />
<br />
=== 9. The [Event''####''] Group ===<br />
Events happen independently of each other after a certain number of turns. If more than one event exists for a given turn, they are executed in numerical order. Note that possibly due to a bug or possibly by design, events must appear in the order in which they occur - so if a turn 0 event appears after a turn 1 event, the turn 0 event will not be executed.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TypeOfEvent= || See [[#Event Types|Event Types]]<br />
|-<br />
| int || Turn= || Will cause this event to activate before the nth turn (starting from turn 0 being the first).<br />
|-<br />
| int || Retries= || Causes the event to activate if the number of attempts is equal to or higher than this number. Allows additional events to occur in silver and bronze medal missions (bronze = 1, silver = 4).<br />
|-<br />
| int || [[#Text_String_Index|Text_String_Index]]= || The string index to use for event type 10.<br />
|-<br />
| bool || EventEnd= || Used as a final dummy event to signify the end of the list of events. Not sure if the game likes this being absent or not.<br />
|-<br />
| int || PlaceWeapon_Bonus_Points= || The number of points you get for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_TurnExtension= || The extension to your turn time for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_RoundExtention= || Appears in official mission files but does nothing, even if you fix the typo.<br />
|-<br />
| int || PlaceWeapon_XPosition= || X position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_YPosition= || Y position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_OnGround= || 1 if the weapon crate spawns on the ground beneath the coords (much faster, please do this) or 0 if it falls from the coords.<br />
|-<br />
| int || [[#PlaceWeapon_Contents|PlaceWeapon_Contents]]= || The weapon ID that is in the crate.<br />
|-<br />
| bool || PlaceWeapon_Marked= || 1 if the weapon crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceWeapon_Vital= || 1 if the weapon crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceWeapon_Ammo= || The ammunition of the weapon in the crate, -1 for infinite.<br />
|-<br />
| int || PlaceHealth_Bonus_Points= || The number of points you get for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_TurnExtention= || The extension to your turn time for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_RoundExtention= || Appears in official mission files but does nothing, even if you fix the typo.<br />
|-<br />
| int || PlaceHealth_XPosition= || X position of health crate.<br />
|-<br />
| int || PlaceHealth_YPosition= || Y position of health crate.<br />
|-<br />
| int || PlaceHealth_OnGround= || 1 if the health crate spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceHealth_Health= || Amount of health in the crate. Uses the mission default if not present. Note that setting this to zero will not use the default, but make the health crate restore 0 health.<br />
|-<br />
| bool || PlaceHealth_Marked= || 1 if the health crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceHealth_Vital= || 1 if the health crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceTarget_XPosition= || X position of target.<br />
|-<br />
| int || PlaceTarget_YPosition= || Y position of target.<br />
|-<br />
| int || PlaceTarget_OnGround= || 1 if the target spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceTarget_TargetType= || 0 for normal, 1 for old woman. In WWP, 2 is invisible, not sure if this is the case in WA.<br />
|-<br />
| int || PlaceTarget_FallSpeed= || Fall speed for the target.<br />
|-<br />
| int || PlaceTarget_Bonus_Points= || The number of points you get for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_TurnExtention= || The extension to your turn time for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_RoundExtention= || Appears in official mission files but does nothing, even if you fix the typo.<br />
|-<br />
| bool || PlaceTarget_Marked= || 1 if the target is marked - ie, important for sequences.<br />
|-<br />
| int || PlaceMine_XPosition= || X position of mine.<br />
|-<br />
| int || PlaceMine_YPosition= || Y position of mine.<br />
|-<br />
| int || PlaceMine_OnGround= || 1 if the mine spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceDrum_XPosition= || X position of drum.<br />
|-<br />
| int || PlaceDrum_YPosition= || Y position of drum.<br />
|-<br />
| int || PlaceDrum_OnGround= || 1 if the drum spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || SetEventTurn_TurnNumber= || (Turn number to skip to + 1) for event 12.<br />
|}<br />
<br />
=== 10. The [Sequence''####''] Group ===<br />
Sequence groups are always executed in numerical order from the start of the mission, but sequences in a given turn are always executed after events (in case the first event is "pause executing sequence"). Some event IDs cause the sequence to pause execution until some condition is fulfilled. Note that it is only possible to have one sequence running at a time, unlike WWP where you can have at least two.<br />
<br />
All options are mostly identical to ones in Event groups; the only difference is the way in which they are executed. Despite the Turn= parameter appearing in official missions, it does not work for sequences. To get a sequence to start after a certain turn, you will need to use a Pause Sequence Event and then a Resume Sequence event on the turn you want it to start.<br />
<br />
== Event types ==<br />
Here are the possible values and their functions for the TypeOfEvent settings in events and sequences. Do bear in mind that some of them are only particularly useful in one or the other, but the types appear to be consistent between them which is nice.<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Function<br />
|-<br />
|1 || Place weapon crate.<br />
|-<br />
|2 || Place health crate.<br />
|-<br />
|3 || Place target.<br />
|-<br />
|4 || Trigger nuke.<br />
|-<br />
|5 || Trigger Earthquake.<br />
|-<br />
|6 || Trigger Armageddon.<br />
|-<br />
|7 || Trigger sudden death.<br />
|-<br />
|8 || Wait until no more "marked" crates (for sequences).<br />
|-<br />
|9 || Wait until no more "marked" targets (for sequences).<br />
|-<br />
|10 || Display Morse code message.<br />
|-<br />
|11 || This has an unknown effect in WA. One mission tries to use it to display text but it doesn't appear to work. Requisitioned in WWP as "pause for (n) 10ths of a second" (this isn't implemented in WA), so if it does do something in WA, it's probably unimportant.<br />
|-<br />
|12 || Set Next Turn Number. Not used in any missions, and works a little glitchily - it actually sets the turn number to one less than the value supplied. Also note that because the turn number changes instantly, remaining events for the current turn will no longer execute and instead the game will start executing events for the turn number that it changes to.<br />
|-<br />
|13 || Place mine.<br />
|-<br />
|14 || Place oil barrel.<br />
|-<br />
|15 || Restart sequence.<br />
|-<br />
|16 || Terminate mission (= win if WinningCondition=3 and possibly others).<br />
|-<br />
|17 || Pause sequence<br />
|-<br />
|18 || Resume sequence<br />
|}<br />
<br />
== Weapon Strings ==<br />
The weapon settings in a mission may be configured individually for each team through use of the '''Ammo_''' and '''Delay_''' prefixes, followed by a weapon string and settings. For example, '''Ammo_Batrope=-1''' would set a team's ninja rope supply to infinite, and '''Delay_Bazooka=2''' would apply a 2 turn bazooka delay.<br />
<br />
The following is a list of weapon strings. You always have an infinite supply of Skip go and Surrender, so supplying ammo is unnecessary. It is currently unknown if it is possible to add Aqua Sheep directly to the inventory (but they can be provided in weapon crates, which is the method used in the official missions) - it appears to be implemented with the AquaSheep string, but in rudimentary tests this has not worked.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!Hot Key !! Column #1 !! Column #2 !! Column #3 !! Column #4 !! Column #5<br />
|-<br />
| '''Util.''' || JetPack || LowGravity || FastWalk || LaserSight || Invisibility<br />
|-<br />
| '''F1''' || Bazooka || HomingMissile || Mortar || HomingPigeon || SheepLauncher<br />
|-<br />
| '''F2''' || Grenade || ClusterBomb || BananaBomb || Axe || Earthquake<br />
|-<br />
| '''F3''' || Shotgun || Handgun || Uzi || Minigun || Longbow<br />
|-<br />
| '''F4''' || FirePunch || DragonBall || Kamikaze || SuicideBomber || Prod<br />
|-<br />
| '''F5''' || Dynamite || Mine || Sheep || SuperSheep || MoleBomb<br />
|-<br />
| '''F6''' || AirStrike || NapalmStrike || PostalStrike || MineStrike || MoleSquadron<br />
|-<br />
| '''F7''' || BlowTorch || PneumaticDrill || Girder || BaseballBat || BridgeKit<br />
|-<br />
| '''F8''' || Batrope || Bungee || Parachute || Teleport || Scales<br />
|-<br />
| '''F9''' || SuperBananaBomb || HolyHandGrenade || FlameThrower || SallyArmy || MBBomb<br />
|-<br />
| '''F10''' || PetrolBomb || Skunk || MingVase || SheepStrike || CarpetBomb<br />
|-<br />
| '''F11''' || MadCow || OldWoman || Donkey || NuclearBomb || Armageddon<br />
|-<br />
| '''F12''' || || || SelectWorm || Freeze || MagicBullet<br />
|}<br />
<br />
You can also add the instant effect utilities to your inventory with the following weapon strings, which will correctly take effect for the opening turn only, regardless of how many ammo you give. The exception is Crate Spy, which will last for the entire mission, as expected.<br />
<br />
*Damagex2<br />
*CrateSpy<br />
*DoubleTime<br />
*CrateShower<br />
<br />
== Text_String_Index ==<br />
<br />
The transition messages you get during missions are hardcoded into the game and are referred to via a number. The following table summarises which numbers refer to which messages (in English).<br />
<br />
'''Notes:'''<br />
*There is a typo in-game for messages number 22 and 42, they contain a carriage return arrow at the end.<br />
*Strings 120 - 130 are the names of the CPU teams usable in missions.<br />
*There may be other non-empty strings beyond 130, but they are unlikely to be useful for the purpose of being used during a mission. <br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Message<br />
|-<br />
| 0 || Weapons drop!<br />
|-<br />
| 1 || Supplies imminent.<br />
|-<br />
| 2 || Secure the drop zones!<br />
|-<br />
| 3 || Delivery successful, over and out.<br />
|-<br />
| 4 || The iron eagle is on the way, over.<br />
|-<br />
| 5 || Package delivered, over and out.<br />
|-<br />
| 6 || That's it we're clean out, you're on your own!<br />
|-<br />
| 7 || The crates are your only hope...<br />
|-<br />
| 8 || Enemy air transport en route.<br />
|-<br />
| 9 || Enemy transport closing.<br />
|-<br />
| 10 || Almost here!<br />
|-<br />
| 11 || It's arrived, now get the crate and get the hell out!<br />
|-<br />
| 12 || No ammo? Try this for size!<br />
|-<br />
| 13 || Mind your head!<br />
|-<br />
| 14 || A first class delivery!<br />
|-<br />
| 15 || Weapons drop successful!<br />
|-<br />
| 16 || Don't let this equipment fall into the wrong hands...<br />
|-<br />
| 17 || Express Delivery!<br />
|-<br />
| 18 || Death by mail order.<br />
|-<br />
| 19 || A little bit of healing goes a long way...<br />
|-<br />
| 20 || Something to perk you up, sir.<br />
|-<br />
| 21 || A blessed relief.<br />
|-<br />
| 22 || Some timely assistance?&#8629;<br />
|-<br />
| 23 || Medical supplies dispatched.<br />
|-<br />
| 24 || Another helping hand.<br />
|-<br />
| 25 || A little assistance for you.<br />
|-<br />
| 26 || Every little bit helps.<br />
|-<br />
| 27 || A little light relief.<br />
|-<br />
| 28 || Anybody require medical assistance?<br />
|-<br />
| 29 || Is this your blood group?<br />
|-<br />
| 30 || Live damn you, Live!<br />
|-<br />
| 31 || Medic!<br />
|-<br />
| 32 || Nuke en-route.<br />
|-<br />
| 33 || Time is against us sir, we need to deal with this quickly!<br />
|-<br />
| 34 || Smoke'em out if you can...<br />
|-<br />
| 35 || Meteor strike imminent, dig in!<br />
|-<br />
| 36 || It's on its way, ETA 5 minutes!<br />
|-<br />
| 37 || Time is short, get a move on!<br />
|-<br />
| 38 || Tactical nuclear missile launch detected.<br />
|-<br />
| 39 || Warning! Strike imminent!<br />
|-<br />
| 40 || A tremor has been detected at the north end of the island!<br />
|-<br />
| 41 || Global warming! Watch the water level!<br />
|-<br />
| 42 || Try not to get wet!&#8629;<br />
|-<br />
| 43 || Hurry, don't let them dig in!<br />
|-<br />
| 44 || The General is escaping!<br />
|-<br />
| 45 || Radiation will be the death of you!<br />
|-<br />
| 46 || Reach for the skies!<br />
|-<br />
| 47 || Climb a mountain not a molehill.<br />
|-<br />
| 48 || Keep away from the edge, earthquake imminent!<br />
|-<br />
| 49 || Where's Noah when you need him?<br />
|-<br />
| 50 || It's time to build those shelters.<br />
|-<br />
| 51 || Hope you've got protection.<br />
|-<br />
| 52 || WARNING! Seismic activity, 7.2 on the Richter scale!<br />
|-<br />
| 53 || What happened to the five minute warning?<br />
|-<br />
| 54 || Global extermination!<br />
|-<br />
| 55 || WARNING! Destabilising fault-line...<br />
|-<br />
| 56 || Caution, tectonic movement!<br />
|-<br />
| 57 || The end of the world is nigh!<br />
|-<br />
| 58 || Judgement Day.<br />
|-<br />
| 59 || Enemy forces mobilising!<br />
|-<br />
| 60 || Strike imminent!<br />
|-<br />
| 61 || Next turn the enemy gets serious.<br />
|-<br />
| 62 || The enemy is armed to the teeth!<br />
|-<br />
| 63 || They've seen you, RUN!<br />
|-<br />
| 64 || Enemy weapons embargo has been lifted.<br />
|-<br />
| 65 || There may be trouble ahead...<br />
|-<br />
| 66 || This conflict is escalating.<br />
|-<br />
| 67 || Ride those thermals, trooper!<br />
|-<br />
| 68 || War is hell.<br />
|-<br />
| 69 || Better dig deep...<br />
|-<br />
| 70 || There IS honour in death.<br />
|-<br />
| 71 || Use the darkside!<br />
|-<br />
| 72 || Secure the area!<br />
|-<br />
| 73 || Dig down and dig deep.<br />
|-<br />
| 74 || That fruits just about ripe and for the picking.<br />
|-<br />
| 75 || Remember to get the crates to add armoury.<br />
|-<br />
| 76 || A utility would be useful...<br />
|-<br />
| 77 || You could do with some 1st aid.<br />
|-<br />
| 78 || You'll need to use the rope...<br />
|-<br />
| 79 || Think about using some girders as cover.<br />
|-<br />
| 80 || You need to draw fire.<br />
|-<br />
| 81 || Remember that you can drop items while on a rope!<br />
|-<br />
| 82 || Learn to use the repeat swing of the rope!<br />
|-<br />
| 83 || Learn all the jumping techniques.<br />
|-<br />
| 84 || A back jump gets you up even higher.<br />
|-<br />
| 85 || Make a note of the enemy units and their skills.<br />
|-<br />
| 86 || Act quickly, think sooner.<br />
|-<br />
| 87 || Skunks can reach places that other weapons cannot reach!<br />
|-<br />
| 88 || Guns can be strafed up and down when fired.<br />
|-<br />
| 89 || Crates can sometimes offer a solution to a mission.<br />
|-<br />
| 90 || Girders can still be placed even whilst swinging on your rope.<br />
|-<br />
| 91 || Need a leg up? Try an arrow or two...<br />
|-<br />
| 92 || A girder could be your last line of defence...<br />
|-<br />
| 93 || Animals and old women can go shopping you know...<br />
|-<br />
| 94 || Parachutes don't slow your fall but can be controlled...<br />
|-<br />
| 95 || A parachute! Ride those thermals, trooper!<br />
|-<br />
| 96 || Crates and explosions don't mix.<br />
|-<br />
| 97 || Air strikes are more effective from the correct direction!<br />
|-<br />
| 98 || Moles love to dig down and they tend to explode too.<br />
|-<br />
| 99 || A well-placed stick of dynamite will dislodge any stubborn Worm.<br />
|-<br />
| 100 || Wind can have an effect on fire, be careful not to stand downwind<br />
|-<br />
| 101 || Measure the wind and send a bazooka curling!<br />
|-<br />
| 102 || Extra Worms make great decoys.<br />
|-<br />
| 103 || Roll out the barrels, they can be deadly too...<br />
|-<br />
| 104 || This crate could be vital!<br />
|-<br />
| 105 || Girders can help grenades reach their targets...<br />
|-<br />
| 106 || Aqua Sheep by name, aquatic by nature.<br />
|-<br />
| 107 || Come on soldier, get a move on!<br />
|-<br />
| 108 || You'd better hurry, there's not much time left!<br />
|-<br />
| 109 || Quick! The water is rising!<br />
|-<br />
| 110 || Here's something to help this time.<br />
|-<br />
| 111 || If you're having trouble, use this.<br />
|-<br />
| 112 || We thought you would appreciate this!<br />
|-<br />
| 113 || Looks like you need help, rookie.<br />
|-<br />
| 114 || This will come in handy...<br />
|-<br />
| 115 || You need help...<br />
|-<br />
| 116 || Try this.<br />
|-<br />
| 117 || (empty string)<br />
|-<br />
| 118 || (empty string)<br />
|-<br />
| 119 || (empty string)<br />
|-<br />
| 120 || Cannon Fodder<br />
|-<br />
| 121 || Commandos<br />
|-<br />
| 122 || Elite<br />
|-<br />
| 123 || Enemy<br />
|-<br />
| 124 || Guardsmen<br />
|-<br />
| 125 || Gunners<br />
|-<br />
| 126 || Officers<br />
|-<br />
| 127 || Patrol<br />
|-<br />
| 128 || Platoon<br />
|-<br />
| 129 || Resistance<br />
|-<br />
| 130 || Special Forces<br />
|}<br />
<br />
== PlaceWeapon_Contents ==<br />
<br />
When placing a weapon or utility crate you need to refer to its contents by a number rather than a name. The following list indicates which number refers to which crate contents:<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Contents<br />
|-<br />
| 0 || None (This is a specially defined "empty" crate)<br />
|-<br />
| 1 || Bazooka<br />
|-<br />
| 2 || Homing Missile<br />
|-<br />
| 3 || Mortar<br />
|-<br />
| 4 || Homing Pigeon<br />
|-<br />
| 5 || Sheep Launcher<br />
|-<br />
| 6 || Grenade<br />
|-<br />
| 7 || Cluster Bomb<br />
|-<br />
| 8 || Banana Bomb<br />
|-<br />
| 9 || Mole Bomb<br />
|-<br />
| 10 || Shotgun<br />
|-<br />
| 11 || Handgun<br />
|-<br />
| 12 || Uzi<br />
|-<br />
| 13 || Minigun<br />
|-<br />
| 14 || Longbow<br />
|-<br />
| 15 || Fire Punch<br />
|-<br />
| 16 || Dragonball<br />
|-<br />
| 17 || Kamikaze<br />
|-<br />
| 18 || Prod<br />
|-<br />
| 19 || Battle Axe<br />
|-<br />
| 20 || Dynamite<br />
|-<br />
| 21 || Mine<br />
|-<br />
| 22 || Sheep<br />
|-<br />
| 23 || Super Sheep<br />
|-<br />
| 24 || Aqua Sheep<br />
|-<br />
| 25 || Earth Quake<br />
|-<br />
| 26 || Air Strike<br />
|-<br />
| 27 || Napalm Strike<br />
|-<br />
| 28 || Mail Strike<br />
|-<br />
| 29 || Mine Strike<br />
|-<br />
| 30 || Armageddon<br />
|-<br />
| 31 || Blow torch<br />
|-<br />
| 32 || Pneumatic Drill<br />
|-<br />
| 33 || Girder<br />
|-<br />
| 34 || Baseball Bat<br />
|-<br />
| 35 || Girder Starter-Pack<br />
|-<br />
| 36 || Ninja Rope<br />
|-<br />
| 37 || Bungee<br />
|-<br />
| 38 || Parachute<br />
|-<br />
| 39 || Teleport<br />
|-<br />
| 40 || Scales of Justice<br />
|-<br />
| 41 || Super Banana Bomb<br />
|-<br />
| 42 || Holy Hand-Grenade<br />
|-<br />
| 43 || Salvation Army<br />
|-<br />
| 44 || MB Bomb<br />
|-<br />
| 45 || Flamethrower<br />
|-<br />
| 46 || Petrol Bomb<br />
|-<br />
| 47 || Skunk<br />
|-<br />
| 48 || Priceless Ming Vase<br />
|-<br />
| 49 || French Sheep Strike<br />
|-<br />
| 50 || Mike's Carpet Bomb<br />
|-<br />
| 51 || Mad cow<br />
|-<br />
| 52 || Old woman<br />
|-<br />
| 53 || Mole Squadron<br />
|-<br />
| 54 || Concrete Donkey<br />
|-<br />
| 55 || Indian nuclear Test<br />
|-<br />
| 56 || Select worm<br />
|-<br />
| 57 || Freeze<br />
|-<br />
| 58 || Patsy's Magic Bullet<br />
|-<br />
| 59 || Fast Walk<br />
|-<br />
| 60 || Laser sight<br />
|-<br />
| 61 || Double Damage<br />
|-<br />
| 62 || Invisibility (Usable even in single player!)<br />
|-<br />
| 63 || Low Gravity<br />
|-<br />
| 64 || Crashes the game with a fatal error<br />
|-<br />
| 65 || Suicide Bomber<br />
|-<br />
| 66 || Jetpack<br />
|-<br />
| 67 || Double Turn Time<br />
|-<br />
| 68 || Crate Shower<br />
|-<br />
| 69 || Crashes the game with a fatal error<br />
|-<br />
| 70 || (null)<br />
|-<br />
| 71 || Crashes the game with a fatal error<br />
|-<br />
| 72 and beyond || (null)<br />
|}<br />
<br />
==See also==<br />
* [[WA Mission Customization Guide]]</div>Melonhttps://worms2d.info/?title=Worms_Armageddon_mission_file&diff=21795Worms Armageddon mission file2012-09-30T11:11:41Z<p>Melon: /* 9. The [Event####] Group */ Confirm that "RoundExtention" parameters do nothing.</p>
<hr />
<div>{{ParentArticle|[[File formats]]}}<br />
<br />
The Worms Armageddon mission file is the file format used to store missions. It contains many typos and spelling errors; so any typos in this page are more likely to be mistakes in the actual format than typos in the documentation.<br />
<br />
Mission files in a disc installation of Worms Armageddon are located on the CD. Which map is used appears to be hard-coded (not usually the same one as the mission filename), as are names and descriptions. This makes making custom missions a bit of a pain. However, below is an almost-complete documentation on the file format. A few notes from Worms World Party are also mentioned due to its mission editor existing, but this documentation is NOT comprehensive for the WWP file format which has many additions and a few alterations (especially of unused or little-known options). In the future, WWP additions may be listed at the bottom of this page.<br />
<br />
== Mission Groups ==<br />
All mission settings are organized under main groups according to their type. These groups always appear in the same order in official missions. (it is uncertain if the ordering matters)<br />
<br />
Not all the of the groups are vital for the mission to work. The '''[CPUTeam''#'']''', '''[Event''####'']''', and '''[Sequence''####'']''' may have multiple instances in the file, and the group seems to be ignored if the number is zero so make sure it's positive. <br />
<br />
Typos and many other errors appear to be silently ignored, which isn't great for manual debugging, especially since the file format is filled with them in the first place.<br />
<br />
=== 1. The [Mission] Group ===<br />
This contains the overview of the mission itself. Not yet particularly well-documented on the whole.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || MissionNumber= || Corresponds to the 0-indexed mission number; probably unused in game (untested).<br />
|-<br />
| int || WinningCondition= || What you need to do in order to win the mission. 0: Kill all AI teams. 1: Destroy a vital crate or team. 2: Survive until mission ends. 3: Mission must be terminated (using event or sequence).<br />
|-<br />
| int || WinningWeapon= || Unknown, unused?<br />
|}<br />
<br />
=== 2. The [Description] Group ===<br />
This contains details about the description of the mission. Again, not at all well-documented.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || Name= || Index of the mission name, description, map file, and thumbnail. Position in the list of missions is hardcoded by filename it seems. For training missions, this is ONLY used for the map file; the rest of the data is hardcoded by filename.<br />
|-<br />
| int || Difficulty= || Not used. Apparently the difficulty rating for the mission?<br />
|}<br />
<br />
=== 3. The [Options] Group ===<br />
This contains the bulk of the scheme options for the mission. It's pretty comprehensive, containing many features not in the normal scheme format. Many of the values work differently to in the standard scheme format, so read the value descriptions carefully. Most of these are documented well but it is unknown what the upper and lower limits are for many of them; value ranges acceptable in the WWP mission editor are included where it is not obvious.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || FallDamage= || Sets the [[Fall Damage]].<br />
|-<br />
| bool || DisplayRoundTime= || Boolean. 1 to display the round time.<br />
|-<br />
| bool || EnableActionReplay= || Boolean. 1 to show action replays.<br />
|-<br />
| int || LandRetreatTime= || The retreat time in seconds for weapons fired from land.<br />
|-<br />
| int || RopeRetreatTime= || The retreat time in seconds for weapons fired from a rope.<br />
|-<br />
| int || RoundTime= || Round time. If the value is positive, it represents time in minutes; negative values represent time in seconds.<br />
|-<br />
| int || TurnTime= || Turn time. Appears to be formatted like the one in the scheme file, ie signed with negative representing infinite, as it won't let me enter a value greater than 126 in the WWP mission editor.<br />
|-<br />
| int || MineFuse= || Mine fuse in seconds, 4 is random. (-1 is random in WWP, maybe any value outside 1-3 works?)<br />
|-<br />
| int || ObjectType= || Always 0 in default mission files, as they place their objects manually. Probably as in scheme files, ie 0 for no objects, 1 for mines, 2 for barrels, 5 for both, but not tested. Objects would be placed in the same place every time due to random seed being set.<br />
|-<br />
| int || WeaponCrateDrops= || Weapon crate drop probability. Seems to work the same as in scheme files - see [[Crate probability]]<br />
|-<br />
| int || HealthCrateDrops= || Ditto, for health crates.<br />
|-<br />
| int || UtilityCrateDrops= || Ditto, for utility crates.<br />
|-<br />
| int || HealthCrateEnergy= || Set default value for energy obtained from health crates. Setting this to zero (or not including it) makes the default 15. <br />
|-<br />
| bool || EnableSecretWeapons= || 1 if super weapons are available from crates; 0 if not.<br />
|-<br />
| int || SuddenDeathWaterRise= || Water rise rate in pixels.<br />
|-<br />
| int || SuddenDeathWormDamage= || Worm damage in sudden death per turn. Positive values are absolute health values. -1 is all but one. Either 0 is "none", WWP mission editor seems to have a bug in this respect where it will set none to 1, more testing required.<br />
|-<br />
| int || SuddenDeathType= || 0 = end round. 1 = nuke. 2 and 3 = no nuke - water rise and worm damage honoured in both cases. More testing required.<br />
|-<br />
| int || PauseBetweenTurns= || Hotseat time in seconds.<br />
|-<br />
| int || GirderRadius= || Girder placement radius in pixels. 0 = infinite range.<br />
|-<br />
| bool || WormSelect= || 0 = worms in order, 1 = user worm select.<br />
|-<br />
| int || JetPackTimeLimit= || The amount of fuel in the jetpack. Do not include this parameter if you wish to use the default fuel (30). Setting this value to zero will give infinite fuel, the fuel counter starts at zero and goes up as you use it.<br />
|-<br />
| bool || WeaponsDontEndTurn= || 1 if weapons don't end your turn, 0 otherwise.<br />
|-<br />
| bool || PauseTimerWhileFiring= || 1 if timer is paused during firing, 0 otherwise.<br />
|-<br />
| bool || TurnEndFinishesGame= || 1 if ending your turn finishes the mission.<br />
|-<br />
| bool || LossOfControlDoesntEndTurn= || 1 if losing control doesn't cause the turn to end, 0 otherwise.<br />
|-<br />
| bool || Score= || 1 if score displayed ingame; 0 otherwise.<br />
|-<br />
| bool || Sheep= || Enables the "All crates contain sheep" cheat. When exploded, crates will throw out a sheep regardless of the crate contents.<br />
|}<br />
<br />
=== 4. The [Enviroment] Group ===<br />
This contains information about the environment of the landscape. Once again, reasonably documented, but value limits are not known.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| string || LandFile= || Seems to always be data\land.dat<br />
|-<br />
| int || Wind= || Maximum wind out of 100. If -1, fixed wind is enabled.<br />
|-<br />
| int || FixedWind= || If Wind = -1, this is a value between -100 and 100 representing the fixed wind, with -100 being full left and 100 being full right.<br />
|-<br />
| int || Friction= || The opposite of friction. Default is 96. WWP mission editor values: ice = 99, mud = 98, stone = 96, rubber = 50, glue = 1. Maybe above 100 is anti-friction?<br />
|-<br />
| bool || IndestructableBorder= || [sic]. 1 if indestructible border around whole level, 0 if not.<br />
|-<br />
| bool || IndestructableLandscape= || [sic]. 1 if indestructible landscape, 0 if not.<br />
|-<br />
| int || LogicRandomSeed= || The starting random seed. 12345 is used for most WA missions; 0 for WWP custom missions. Doesn't really matter.<br />
|-<br />
| bool || AlliedGroupToGoFirst= || Which allied group is first to have a turn.<br />
|-<br />
| int || Sound= || Track number on disc of ambient audio track to play during mission. Values out of range (of 1-11) appear to choose random BGM.<br />
|-<br />
|}<br />
<br />
=== 5. The [Teams] Group ===<br />
Very small group describing the number of teams in the mission.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamsInMission= || Simply, the number of teams in the mission. The game does appear to use this; one mission has a fifth team defined that isn't used due to this being 4; and if this is set too high, the game spawns 1-worm CPU teams in "random" places on the map. Trying to set this value higher than 6 will cause WA to produce an error message when trying to load the mission that the number of teams is too high, then run the mission with only 6 teams. Values less than 1 will cause the mission to load with 1 team.<br />
|-<br />
|}<br />
<br />
=== 6. The [HumanTeam] Group ===<br />
The group describing the human team.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team. No out-of-bounds checking is done on this number, so a value outside of 0-8 will cause a fatal crash. A value of zero will cause the team to spawn with zero worms, causing the team bar to shrink and then drop off the bottom of the screen immediately, much like what happens when a team is wiped out normally.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. Any negative number or number larger then 32,767 is infinite, however you can collect more ammo from crates letting you go above 32,767, if for some reason you think you'll need more ammo.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. Like ammo, this can be set to an infinite value if you want to render it unusable with a negative value or value higher than 32,767. Providing a delay to instant effect utilities will prevent them from triggering until the delay runs out.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. -1 for "very high health that can't be displayed properly" (quote from WWP mission editor).<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || 1 if placed as per the options below, 0 if "randomly" placed (obviously based on the same seed each game so not random at all).<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm. <br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm.<br />
|-<br />
| bool || Worm''#''_Vital= || 1 for vital worm; 0 for not. Appears to have no effect for the human team, but some missions have it anyway. That's probably the source of the "killing your worm as well wins the mission" bug in some versions of mission 14 - this option was expected to work when it didn't.<br />
|}<br />
<br />
=== 7. The [CPUTeam''#''] Group ===<br />
Any number of groups describing CPU teams. Presumably limited to five of these.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamNameNumber= || The team name. You can choose from the following values, any value not listed will be treated as 0:<br />
* 0 = Cannon Fodder<br />
* 1 = Commandos<br />
* 2 = Elite<br />
* 3 = Enemy<br />
* 4 = Guardsmen<br />
* 5 = Gunners<br />
* 6 = Officers<br />
* 7 = Patrol<br />
* 8 = Platoon<br />
* 9 = Resistance<br />
* 10 = Special Forces<br />
|-<br />
| int || TeamSkill= || CPU skill. Setting this value to 0 will cause the team to be player controlled, although the mission is still treated as a single-player mission relying on the survival of the red player team. Setting this to 101-120 will result in what appears to be a hyper-accurate 6th skill that exhibits some peculiarities, it loves to aim for its own alliance teammates (including you), but will only actually fire the shot if it thinks it's going to miss because there is land in the way. This can result in some unintended friendly fire (for example, firing an uzi when there is a thin strip of land in the way, so later bullets hit). Other invalid values can cause strange behaviour and should not be used. The team's flag is determined by this setting:<br />
* 1-20 = CPU1<br />
* 21-40 = CPU2<br />
* 41-60 = CPU3<br />
* 61-80 = CPU4<br />
* 81-100 = CPU5<br />
* 0 or 101-120: Default flag<br />
* Other values: No flag (a big black rectangle is drawn)<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team. Invalid values causes crashes.<br />
|-<br />
| int || SoundBank= || Supposedly sets the soundbank for the team, but is ignored. The default soundbank is always used.<br />
|-<br />
| int || Flag= || Supposedly selects the flag, but this is ignored. Flags are selected through the TeamSkill parameter.<br />
|-<br />
| int || GraveStone= || Supposedly selects the gravestone used by the team, but this is ignored. It is not possible to change gravestones.<br />
|-<br />
| int || AlliedGroup= || Allied group of the team. 0 is red, 1 is blue, etc. Use the values 0-5 for each of the 6 team colours. Setting a CPU team's group to 0 will result in a computer team allied to you, which follows the usual rules of alliances in matches (NOTE: You will gain access to any weapons granted to this team as you will both share an inventory). If a CPU team is allied with you, the mission will still immediately fail if the player team is wiped out. Setting the value to 6 or 7 will result in the mission immediately aborting as a failure. For some reason, starting a match with a team of alliance 8 present will set your game volume to 0. Note that other values can cause horrible sprite issues, inactive teams using large fonts for their name text, and all other manner of Lovecraftian horror.<br />
|-<br />
| bool || MissionVital= || Set to 1 if team is vital to a mission. This will produce a team of hat-wearing "VIP" worms that cannot act and will cause the immediate surrender of any allied teams when all of the worms in the team die. This includes making the player team surrender resulting in a mission failure if a VIP team is allied with them. Note that VIP worms will always wear a red hat, regardless of the colour team they are allied with.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. -1 is infinite.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. 0 or not present for no delay.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. Negative values wrap around to large numbers, e.g. a setting of -1 gives a worm 65535 health, although this will display as 9999. A worm starting with 0 energy will immediately die.<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm. A negative value counts as "infinite", which will take a worm to 1 hit point after the first turn, as poison/disease will not kill a worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || Unlike the human team, this option is ignored for CPU teams and is always set to 1. This is due to a bug fix in the [[Worms_Armageddon_ReadMe_(English)/v3.6.26.4_Beta_Update|v3.6.26.4_Beta_Update]] for mission #26 "Mad Cows". If you want to "randomly" place CPU team worms, don't provide any X and Y co-ordinates.<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm.<br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm. Worms placed in the air and will "snap to ground" when the mission is loaded. Starting a worm stuck inside the ground will cause it to default to co-ordinates that appear to be something like (0, -200), causing the worm to get trapped outside of cavern levels. There are no sensibility checks on the co-ordinates you provide.<br />
|-<br />
| int || Worm''#''_NameNumber= || The worm name. You can choose from the following values, any value not listed will be treated as 0:<br />
* 0 = Sentry<br />
* 1 = Guard<br />
* 2 = Sniper<br />
* 3 = Grenadier<br />
* 4 = Field Soldier<br />
* 5 = Artillery<br />
* 6 = Captain<br />
* 7 = Secret Agent<br />
* 8 = Major<br />
* 9 = General<br />
* 10 = Field Marshall<br />
* 11 = Assassin<br />
|-<br />
| int || Worm''#''_FixedWeapon= || The weapon ID of the fixed weapon. 0 for normal free CPU choice.<br />
|-<br />
| int || Worm''#''_ActionRadius= || The distance away from itself the CPU takes into account. 0 = no range limitation?<br />
|-<br />
| bool || Worm''#''_Vital= || 1 if the worm is vital to the mission, 0 otherwise. If a vital worm is killed, all allied teams surrender. Might not work with allies to the human team.<br />
|-<br />
|}<br />
<br />
=== 8. The [Events] Group ===<br />
Definitely not required, this group.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TotalNumberOfEvents= || Supposed to be the total number of events, but actually wrong in some of the few missions it even appears in. This value is ignored anyway.<br />
|-<br />
|}<br />
<br />
=== 9. The [Event''####''] Group ===<br />
Events happen independently of each other after a certain number of turns. If more than one event exists for a given turn, they are executed in numerical order. Note that possibly due to a bug or possibly by design, events must appear in the order in which they occur - so if a turn 0 event appears after a turn 1 event, the turn 0 event will not be executed.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TypeOfEvent= || See [[#Event Types|Event Types]]<br />
|-<br />
| int || Turn= || Will cause this event to activate before the nth turn (starting from turn 0 being the first).<br />
|-<br />
| int || Retries= || Causes the event to activate if the number of attempts is equal to or higher than this number. Allows additional events to occur in silver and bronze medal missions (bronze = 1, silver = 4).<br />
|-<br />
| int || [[#Text_String_Index|Text_String_Index]]= || The string index to use for event type 10.<br />
|-<br />
| bool || EventEnd= || Used as a final dummy event to signify the end of the list of events. Not sure if the game likes this being absent or not.<br />
|-<br />
| int || PlaceWeapon_Bonus_Points= || The number of points you get for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_TurnExtension= || The extension to your turn time for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_RoundExtention= || Appears in official mission files but does nothing, even if you fix the typo.<br />
|-<br />
| int || PlaceWeapon_XPosition= || X position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_YPosition= || Y position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_OnGround= || 1 if the weapon crate spawns on the ground beneath the coords (much faster, please do this) or 0 if it falls from the coords.<br />
|-<br />
| int || [[#PlaceWeapon_Contents|PlaceWeapon_Contents]]= || The weapon ID that is in the crate.<br />
|-<br />
| bool || PlaceWeapon_Marked= || 1 if the weapon crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceWeapon_Vital= || 1 if the weapon crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceWeapon_Ammo= || The ammunition of the weapon in the crate, -1 for infinite.<br />
|-<br />
| int || PlaceHealth_Bonus_Points= || The number of points you get for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_TurnExtention= || The extension to your turn time for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_RoundExtention= || Appears in official mission files but does nothing, even if you fix the typo.<br />
|-<br />
| int || PlaceHealth_XPosition= || X position of health crate.<br />
|-<br />
| int || PlaceHealth_YPosition= || Y position of health crate.<br />
|-<br />
| int || PlaceHealth_OnGround= || 1 if the health crate spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceHealth_Health= || Amount of health in the crate. Uses the mission default if not present. Note that setting this to zero will not use the default, but make the health crate restore 0 health.<br />
|-<br />
| bool || PlaceHealth_Marked= || 1 if the health crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceHealth_Vital= || 1 if the health crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceTarget_XPosition= || X position of target.<br />
|-<br />
| int || PlaceTarget_YPosition= || Y position of target.<br />
|-<br />
| int || PlaceTarget_OnGround= || 1 if the target spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceTarget_TargetType= || 0 for normal, 1 for old woman. In WWP, 2 is invisible, not sure if this is the case in WA.<br />
|-<br />
| int || PlaceTarget_FallSpeed= || Fall speed for the target.<br />
|-<br />
| int || PlaceTarget_Bonus_Points= || The number of points you get for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_TurnExtention= || The extension to your turn time for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_RoundExtention= || Appears in official mission files but does nothing, even if you fix the typo.<br />
|-<br />
| bool || PlaceTarget_Marked= || 1 if the target is marked - ie, important for sequences.<br />
|-<br />
| int || PlaceMine_XPosition= || X position of mine.<br />
|-<br />
| int || PlaceMine_YPosition= || Y position of mine.<br />
|-<br />
| int || PlaceMine_OnGround= || 1 if the mine spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceDrum_XPosition= || X position of drum.<br />
|-<br />
| int || PlaceDrum_YPosition= || Y position of drum.<br />
|-<br />
| int || PlaceDrum_OnGround= || 1 if the drum spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || SetEventTurn_TurnNumber= || (Turn number to skip to + 1) for event 12.<br />
|}<br />
<br />
=== 10. The [Sequence''####''] Group ===<br />
Sequence groups are always executed in numerical order from the start of the mission, but sequences in a given turn are always executed after events (in case the first event is "pause executing sequence"). Some event IDs cause the sequence to pause execution until some condition is fulfilled. Note that it is only possible to have one sequence running at a time, unlike WWP where you can have at least two.<br />
<br />
All options are mostly identical to ones in Event groups; the only difference is the way in which they are executed. Despite the Turn= parameter appearing in official missions, it does not work for sequences. To get a sequence to start after a certain turn, you will need to use a Pause Sequence Event and then a Resume Sequence event on the turn you want it to start.<br />
<br />
== Event types ==<br />
Here are the possible values and their functions for the TypeOfEvent settings in events and sequences. Do bear in mind that some of them are only particularly useful in one or the other, but the types appear to be consistent between them which is nice.<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Function<br />
|-<br />
|1 || Place weapon crate.<br />
|-<br />
|2 || Place health crate.<br />
|-<br />
|3 || Place target.<br />
|-<br />
|4 || Trigger nuke.<br />
|-<br />
|5 || Trigger Earthquake.<br />
|-<br />
|6 || Trigger Armageddon.<br />
|-<br />
|7 || Trigger sudden death.<br />
|-<br />
|8 || Wait until no more "marked" crates (for sequences).<br />
|-<br />
|9 || Wait until no more "marked" targets (for sequences).<br />
|-<br />
|10 || Display Morse code message.<br />
|-<br />
|11 || This has an unknown effect in WA. One mission tries to use it to display text but it doesn't appear to work. Requisitioned in WWP as "pause for (n) 10ths of a second" (this isn't implemented in WA), so if it does do something in WA, it's probably unimportant.<br />
|-<br />
|12 || Set Next Turn Number. Not used in any missions, and works a little glitchily - it actually sets the turn number to one less than the value supplied. Also note that because the turn number changes instantly, remaining events for the current turn will no longer execute and instead the game will start executing events for the turn number that it changes to.<br />
|-<br />
|13 || Place mine.<br />
|-<br />
|14 || Place oil barrel.<br />
|-<br />
|15 || Restart sequence.<br />
|-<br />
|16 || Terminate mission (= win if WinningCondition=3 and possibly others).<br />
|-<br />
|17 || Pause sequence<br />
|-<br />
|18 || Resume sequence<br />
|}<br />
<br />
== Weapon Strings ==<br />
The weapon settings in a mission may be configured individually for each team through use of the '''Ammo_''' and '''Delay_''' prefixes, followed by a weapon string and settings. For example, '''Ammo_Batrope=-1''' would set a team's ninja rope supply to infinite, and '''Delay_Bazooka=2''' would apply a 2 turn bazooka delay.<br />
<br />
The following is a list of weapon strings. You always have an infinite supply of Skip go and Surrender, so supplying ammo is unnecessary. It is currently unknown if it is possible to add Aqua Sheep directly to the inventory (but they can be provided in weapon crates, which is the method used in the official missions) - it appears to be implemented with the AquaSheep string, but in rudimentary tests this has not worked.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!Hot Key !! Column #1 !! Column #2 !! Column #3 !! Column #4 !! Column #5<br />
|-<br />
| '''Util.''' || JetPack || LowGravity || FastWalk || LaserSight || Invisibility<br />
|-<br />
| '''F1''' || Bazooka || HomingMissile || Mortar || HomingPigeon || SheepLauncher<br />
|-<br />
| '''F2''' || Grenade || ClusterBomb || BananaBomb || Axe || Earthquake<br />
|-<br />
| '''F3''' || Shotgun || Handgun || Uzi || Minigun || Longbow<br />
|-<br />
| '''F4''' || FirePunch || DragonBall || Kamikaze || SuicideBomber || Prod<br />
|-<br />
| '''F5''' || Dynamite || Mine || Sheep || SuperSheep || MoleBomb<br />
|-<br />
| '''F6''' || AirStrike || NapalmStrike || PostalStrike || MineStrike || MoleSquadron<br />
|-<br />
| '''F7''' || BlowTorch || PneumaticDrill || Girder || BaseballBat || BridgeKit<br />
|-<br />
| '''F8''' || Batrope || Bungee || Parachute || Teleport || Scales<br />
|-<br />
| '''F9''' || SuperBananaBomb || HolyHandGrenade || FlameThrower || SallyArmy || MBBomb<br />
|-<br />
| '''F10''' || PetrolBomb || Skunk || MingVase || SheepStrike || CarpetBomb<br />
|-<br />
| '''F11''' || MadCow || OldWoman || Donkey || NuclearBomb || Armageddon<br />
|-<br />
| '''F12''' || || || SelectWorm || Freeze || MagicBullet<br />
|}<br />
<br />
You can also add the instant effect utilities to your inventory with the following weapon strings, which will correctly take effect for the opening turn only, regardless of how many ammo you give. The exception is Crate Spy, which will last for the entire mission, as expected.<br />
<br />
*Damagex2<br />
*CrateSpy<br />
*DoubleTime<br />
*CrateShower<br />
<br />
== Text_String_Index ==<br />
<br />
The transition messages you get during missions are hardcoded into the game and are referred to via a number. The following table summarises which numbers refer to which messages (in English).<br />
<br />
'''Notes:'''<br />
*There is a typo in-game for messages number 22 and 42, they contain a carriage return arrow at the end.<br />
*Strings 120 - 130 are the names of the CPU teams usable in missions.<br />
*There may be other non-empty strings beyond 130, but they are unlikely to be useful for the purpose of being used during a mission. <br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Message<br />
|-<br />
| 0 || Weapons drop!<br />
|-<br />
| 1 || Supplies imminent.<br />
|-<br />
| 2 || Secure the drop zones!<br />
|-<br />
| 3 || Delivery successful, over and out.<br />
|-<br />
| 4 || The iron eagle is on the way, over.<br />
|-<br />
| 5 || Package delivered, over and out.<br />
|-<br />
| 6 || That's it we're clean out, you're on your own!<br />
|-<br />
| 7 || The crates are your only hope...<br />
|-<br />
| 8 || Enemy air transport en route.<br />
|-<br />
| 9 || Enemy transport closing.<br />
|-<br />
| 10 || Almost here!<br />
|-<br />
| 11 || It's arrived, now get the crate and get the hell out!<br />
|-<br />
| 12 || No ammo? Try this for size!<br />
|-<br />
| 13 || Mind your head!<br />
|-<br />
| 14 || A first class delivery!<br />
|-<br />
| 15 || Weapons drop successful!<br />
|-<br />
| 16 || Don't let this equipment fall into the wrong hands...<br />
|-<br />
| 17 || Express Delivery!<br />
|-<br />
| 18 || Death by mail order.<br />
|-<br />
| 19 || A little bit of healing goes a long way...<br />
|-<br />
| 20 || Something to perk you up, sir.<br />
|-<br />
| 21 || A blessed relief.<br />
|-<br />
| 22 || Some timely assistance?&#8629;<br />
|-<br />
| 23 || Medical supplies dispatched.<br />
|-<br />
| 24 || Another helping hand.<br />
|-<br />
| 25 || A little assistance for you.<br />
|-<br />
| 26 || Every little bit helps.<br />
|-<br />
| 27 || A little light relief.<br />
|-<br />
| 28 || Anybody require medical assistance?<br />
|-<br />
| 29 || Is this your blood group?<br />
|-<br />
| 30 || Live damn you, Live!<br />
|-<br />
| 31 || Medic!<br />
|-<br />
| 32 || Nuke en-route.<br />
|-<br />
| 33 || Time is against us sir, we need to deal with this quickly!<br />
|-<br />
| 34 || Smoke'em out if you can...<br />
|-<br />
| 35 || Meteor strike imminent, dig in!<br />
|-<br />
| 36 || It's on its way, ETA 5 minutes!<br />
|-<br />
| 37 || Time is short, get a move on!<br />
|-<br />
| 38 || Tactical nuclear missile launch detected.<br />
|-<br />
| 39 || Warning! Strike imminent!<br />
|-<br />
| 40 || A tremor has been detected at the north end of the island!<br />
|-<br />
| 41 || Global warming! Watch the water level!<br />
|-<br />
| 42 || Try not to get wet!&#8629;<br />
|-<br />
| 43 || Hurry, don't let them dig in!<br />
|-<br />
| 44 || The General is escaping!<br />
|-<br />
| 45 || Radiation will be the death of you!<br />
|-<br />
| 46 || Reach for the skies!<br />
|-<br />
| 47 || Climb a mountain not a molehill.<br />
|-<br />
| 48 || Keep away from the edge, earthquake imminent!<br />
|-<br />
| 49 || Where's Noah when you need him?<br />
|-<br />
| 50 || It's time to build those shelters.<br />
|-<br />
| 51 || Hope you've got protection.<br />
|-<br />
| 52 || WARNING! Seismic activity, 7.2 on the Richter scale!<br />
|-<br />
| 53 || What happened to the five minute warning?<br />
|-<br />
| 54 || Global extermination!<br />
|-<br />
| 55 || WARNING! Destabilising fault-line...<br />
|-<br />
| 56 || Caution, tectonic movement!<br />
|-<br />
| 57 || The end of the world is nigh!<br />
|-<br />
| 58 || Judgement Day.<br />
|-<br />
| 59 || Enemy forces mobilising!<br />
|-<br />
| 60 || Strike imminent!<br />
|-<br />
| 61 || Next turn the enemy gets serious.<br />
|-<br />
| 62 || The enemy is armed to the teeth!<br />
|-<br />
| 63 || They've seen you, RUN!<br />
|-<br />
| 64 || Enemy weapons embargo has been lifted.<br />
|-<br />
| 65 || There may be trouble ahead...<br />
|-<br />
| 66 || This conflict is escalating.<br />
|-<br />
| 67 || Ride those thermals, trooper!<br />
|-<br />
| 68 || War is hell.<br />
|-<br />
| 69 || Better dig deep...<br />
|-<br />
| 70 || There IS honour in death.<br />
|-<br />
| 71 || Use the darkside!<br />
|-<br />
| 72 || Secure the area!<br />
|-<br />
| 73 || Dig down and dig deep.<br />
|-<br />
| 74 || That fruits just about ripe and for the picking.<br />
|-<br />
| 75 || Remember to get the crates to add armoury.<br />
|-<br />
| 76 || A utility would be useful...<br />
|-<br />
| 77 || You could do with some 1st aid.<br />
|-<br />
| 78 || You'll need to use the rope...<br />
|-<br />
| 79 || Think about using some girders as cover.<br />
|-<br />
| 80 || You need to draw fire.<br />
|-<br />
| 81 || Remember that you can drop items while on a rope!<br />
|-<br />
| 82 || Learn to use the repeat swing of the rope!<br />
|-<br />
| 83 || Learn all the jumping techniques.<br />
|-<br />
| 84 || A back jump gets you up even higher.<br />
|-<br />
| 85 || Make a note of the enemy units and their skills.<br />
|-<br />
| 86 || Act quickly, think sooner.<br />
|-<br />
| 87 || Skunks can reach places that other weapons cannot reach!<br />
|-<br />
| 88 || Guns can be strafed up and down when fired.<br />
|-<br />
| 89 || Crates can sometimes offer a solution to a mission.<br />
|-<br />
| 90 || Girders can still be placed even whilst swinging on your rope.<br />
|-<br />
| 91 || Need a leg up? Try an arrow or two...<br />
|-<br />
| 92 || A girder could be your last line of defence...<br />
|-<br />
| 93 || Animals and old women can go shopping you know...<br />
|-<br />
| 94 || Parachutes don't slow your fall but can be controlled...<br />
|-<br />
| 95 || A parachute! Ride those thermals, trooper!<br />
|-<br />
| 96 || Crates and explosions don't mix.<br />
|-<br />
| 97 || Air strikes are more effective from the correct direction!<br />
|-<br />
| 98 || Moles love to dig down and they tend to explode too.<br />
|-<br />
| 99 || A well-placed stick of dynamite will dislodge any stubborn Worm.<br />
|-<br />
| 100 || Wind can have an effect on fire, be careful not to stand downwind<br />
|-<br />
| 101 || Measure the wind and send a bazooka curling!<br />
|-<br />
| 102 || Extra Worms make great decoys.<br />
|-<br />
| 103 || Roll out the barrels, they can be deadly too...<br />
|-<br />
| 104 || This crate could be vital!<br />
|-<br />
| 105 || Girders can help grenades reach their targets...<br />
|-<br />
| 106 || Aqua Sheep by name, aquatic by nature.<br />
|-<br />
| 107 || Come on soldier, get a move on!<br />
|-<br />
| 108 || You'd better hurry, there's not much time left!<br />
|-<br />
| 109 || Quick! The water is rising!<br />
|-<br />
| 110 || Here's something to help this time.<br />
|-<br />
| 111 || If you're having trouble, use this.<br />
|-<br />
| 112 || We thought you would appreciate this!<br />
|-<br />
| 113 || Looks like you need help, rookie.<br />
|-<br />
| 114 || This will come in handy...<br />
|-<br />
| 115 || You need help...<br />
|-<br />
| 116 || Try this.<br />
|-<br />
| 117 || (empty string)<br />
|-<br />
| 118 || (empty string)<br />
|-<br />
| 119 || (empty string)<br />
|-<br />
| 120 || Cannon Fodder<br />
|-<br />
| 121 || Commandos<br />
|-<br />
| 122 || Elite<br />
|-<br />
| 123 || Enemy<br />
|-<br />
| 124 || Guardsmen<br />
|-<br />
| 125 || Gunners<br />
|-<br />
| 126 || Officers<br />
|-<br />
| 127 || Patrol<br />
|-<br />
| 128 || Platoon<br />
|-<br />
| 129 || Resistance<br />
|-<br />
| 130 || Special Forces<br />
|}<br />
<br />
== PlaceWeapon_Contents ==<br />
<br />
When placing a weapon or utility crate you need to refer to its contents by a number rather than a name. The following list indicates which number refers to which crate contents:<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Contents<br />
|-<br />
| 0 || None (This is a specially defined "empty" crate)<br />
|-<br />
| 1 || Bazooka<br />
|-<br />
| 2 || Homing Missile<br />
|-<br />
| 3 || Mortar<br />
|-<br />
| 4 || Homing Pigeon<br />
|-<br />
| 5 || Sheep Launcher<br />
|-<br />
| 6 || Grenade<br />
|-<br />
| 7 || Cluster Bomb<br />
|-<br />
| 8 || Banana Bomb<br />
|-<br />
| 9 || Mole Bomb<br />
|-<br />
| 10 || Shotgun<br />
|-<br />
| 11 || Handgun<br />
|-<br />
| 12 || Uzi<br />
|-<br />
| 13 || Minigun<br />
|-<br />
| 14 || Longbow<br />
|-<br />
| 15 || Fire Punch<br />
|-<br />
| 16 || Dragonball<br />
|-<br />
| 17 || Kamikaze<br />
|-<br />
| 18 || Prod<br />
|-<br />
| 19 || Battle Axe<br />
|-<br />
| 20 || Dynamite<br />
|-<br />
| 21 || Mine<br />
|-<br />
| 22 || Sheep<br />
|-<br />
| 23 || Super Sheep<br />
|-<br />
| 24 || Aqua Sheep<br />
|-<br />
| 25 || Earth Quake<br />
|-<br />
| 26 || Air Strike<br />
|-<br />
| 27 || Napalm Strike<br />
|-<br />
| 28 || Mail Strike<br />
|-<br />
| 29 || Mine Strike<br />
|-<br />
| 30 || Armageddon<br />
|-<br />
| 31 || Blow torch<br />
|-<br />
| 32 || Pneumatic Drill<br />
|-<br />
| 33 || Girder<br />
|-<br />
| 34 || Baseball Bat<br />
|-<br />
| 35 || Girder Starter-Pack<br />
|-<br />
| 36 || Ninja Rope<br />
|-<br />
| 37 || Bungee<br />
|-<br />
| 38 || Parachute<br />
|-<br />
| 39 || Teleport<br />
|-<br />
| 40 || Scales of Justice<br />
|-<br />
| 41 || Super Banana Bomb<br />
|-<br />
| 42 || Holy Hand-Grenade<br />
|-<br />
| 43 || Salvation Army<br />
|-<br />
| 44 || MB Bomb<br />
|-<br />
| 45 || Flamethrower<br />
|-<br />
| 46 || Petrol Bomb<br />
|-<br />
| 47 || Skunk<br />
|-<br />
| 48 || Priceless Ming Vase<br />
|-<br />
| 49 || French Sheep Strike<br />
|-<br />
| 50 || Mike's Carpet Bomb<br />
|-<br />
| 51 || Mad cow<br />
|-<br />
| 52 || Old woman<br />
|-<br />
| 53 || Mole Squadron<br />
|-<br />
| 54 || Concrete Donkey<br />
|-<br />
| 55 || Indian nuclear Test<br />
|-<br />
| 56 || Select worm<br />
|-<br />
| 57 || Freeze<br />
|-<br />
| 58 || Patsy's Magic Bullet<br />
|-<br />
| 59 || Fast Walk<br />
|-<br />
| 60 || Laser sight<br />
|-<br />
| 61 || Double Damage<br />
|-<br />
| 62 || Invisibility (Usable even in single player!)<br />
|-<br />
| 63 || Low Gravity<br />
|-<br />
| 64 || Crashes the game with a fatal error<br />
|-<br />
| 65 || Suicide Bomber<br />
|-<br />
| 66 || Jetpack<br />
|-<br />
| 67 || Double Turn Time<br />
|-<br />
| 68 || Crate Shower<br />
|-<br />
| 69 || Crashes the game with a fatal error<br />
|-<br />
| 70 || (null)<br />
|-<br />
| 71 || Crashes the game with a fatal error<br />
|-<br />
| 72 and beyond || (null)<br />
|}<br />
<br />
==See also==<br />
* [[WA Mission Customization Guide]]</div>Melonhttps://worms2d.info/?title=Worms_Armageddon_mission_file&diff=21794Worms Armageddon mission file2012-09-30T10:28:15Z<p>Melon: /* 7. The [CPUTeam#] Group */ Spaded most thnigs. Unfortunately the AlliedGroup 8 traitor team was actually caused by a dodgy TeamSkill setting I'd forgotten that I changed.</p>
<hr />
<div>{{ParentArticle|[[File formats]]}}<br />
<br />
The Worms Armageddon mission file is the file format used to store missions. It contains many typos and spelling errors; so any typos in this page are more likely to be mistakes in the actual format than typos in the documentation.<br />
<br />
Mission files in a disc installation of Worms Armageddon are located on the CD. Which map is used appears to be hard-coded (not usually the same one as the mission filename), as are names and descriptions. This makes making custom missions a bit of a pain. However, below is an almost-complete documentation on the file format. A few notes from Worms World Party are also mentioned due to its mission editor existing, but this documentation is NOT comprehensive for the WWP file format which has many additions and a few alterations (especially of unused or little-known options). In the future, WWP additions may be listed at the bottom of this page.<br />
<br />
== Mission Groups ==<br />
All mission settings are organized under main groups according to their type. These groups always appear in the same order in official missions. (it is uncertain if the ordering matters)<br />
<br />
Not all the of the groups are vital for the mission to work. The '''[CPUTeam''#'']''', '''[Event''####'']''', and '''[Sequence''####'']''' may have multiple instances in the file, and the group seems to be ignored if the number is zero so make sure it's positive. <br />
<br />
Typos and many other errors appear to be silently ignored, which isn't great for manual debugging, especially since the file format is filled with them in the first place.<br />
<br />
=== 1. The [Mission] Group ===<br />
This contains the overview of the mission itself. Not yet particularly well-documented on the whole.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || MissionNumber= || Corresponds to the 0-indexed mission number; probably unused in game (untested).<br />
|-<br />
| int || WinningCondition= || What you need to do in order to win the mission. 0: Kill all AI teams. 1: Destroy a vital crate or team. 2: Survive until mission ends. 3: Mission must be terminated (using event or sequence).<br />
|-<br />
| int || WinningWeapon= || Unknown, unused?<br />
|}<br />
<br />
=== 2. The [Description] Group ===<br />
This contains details about the description of the mission. Again, not at all well-documented.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || Name= || Index of the mission name, description, map file, and thumbnail. Position in the list of missions is hardcoded by filename it seems. For training missions, this is ONLY used for the map file; the rest of the data is hardcoded by filename.<br />
|-<br />
| int || Difficulty= || Not used. Apparently the difficulty rating for the mission?<br />
|}<br />
<br />
=== 3. The [Options] Group ===<br />
This contains the bulk of the scheme options for the mission. It's pretty comprehensive, containing many features not in the normal scheme format. Many of the values work differently to in the standard scheme format, so read the value descriptions carefully. Most of these are documented well but it is unknown what the upper and lower limits are for many of them; value ranges acceptable in the WWP mission editor are included where it is not obvious.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || FallDamage= || Sets the [[Fall Damage]].<br />
|-<br />
| bool || DisplayRoundTime= || Boolean. 1 to display the round time.<br />
|-<br />
| bool || EnableActionReplay= || Boolean. 1 to show action replays.<br />
|-<br />
| int || LandRetreatTime= || The retreat time in seconds for weapons fired from land.<br />
|-<br />
| int || RopeRetreatTime= || The retreat time in seconds for weapons fired from a rope.<br />
|-<br />
| int || RoundTime= || Round time. If the value is positive, it represents time in minutes; negative values represent time in seconds.<br />
|-<br />
| int || TurnTime= || Turn time. Appears to be formatted like the one in the scheme file, ie signed with negative representing infinite, as it won't let me enter a value greater than 126 in the WWP mission editor.<br />
|-<br />
| int || MineFuse= || Mine fuse in seconds, 4 is random. (-1 is random in WWP, maybe any value outside 1-3 works?)<br />
|-<br />
| int || ObjectType= || Always 0 in default mission files, as they place their objects manually. Probably as in scheme files, ie 0 for no objects, 1 for mines, 2 for barrels, 5 for both, but not tested. Objects would be placed in the same place every time due to random seed being set.<br />
|-<br />
| int || WeaponCrateDrops= || Weapon crate drop probability. Seems to work the same as in scheme files - see [[Crate probability]]<br />
|-<br />
| int || HealthCrateDrops= || Ditto, for health crates.<br />
|-<br />
| int || UtilityCrateDrops= || Ditto, for utility crates.<br />
|-<br />
| int || HealthCrateEnergy= || Set default value for energy obtained from health crates. Setting this to zero (or not including it) makes the default 15. <br />
|-<br />
| bool || EnableSecretWeapons= || 1 if super weapons are available from crates; 0 if not.<br />
|-<br />
| int || SuddenDeathWaterRise= || Water rise rate in pixels.<br />
|-<br />
| int || SuddenDeathWormDamage= || Worm damage in sudden death per turn. Positive values are absolute health values. -1 is all but one. Either 0 is "none", WWP mission editor seems to have a bug in this respect where it will set none to 1, more testing required.<br />
|-<br />
| int || SuddenDeathType= || 0 = end round. 1 = nuke. 2 and 3 = no nuke - water rise and worm damage honoured in both cases. More testing required.<br />
|-<br />
| int || PauseBetweenTurns= || Hotseat time in seconds.<br />
|-<br />
| int || GirderRadius= || Girder placement radius in pixels. 0 = infinite range.<br />
|-<br />
| bool || WormSelect= || 0 = worms in order, 1 = user worm select.<br />
|-<br />
| int || JetPackTimeLimit= || The amount of fuel in the jetpack. Do not include this parameter if you wish to use the default fuel (30). Setting this value to zero will give infinite fuel, the fuel counter starts at zero and goes up as you use it.<br />
|-<br />
| bool || WeaponsDontEndTurn= || 1 if weapons don't end your turn, 0 otherwise.<br />
|-<br />
| bool || PauseTimerWhileFiring= || 1 if timer is paused during firing, 0 otherwise.<br />
|-<br />
| bool || TurnEndFinishesGame= || 1 if ending your turn finishes the mission.<br />
|-<br />
| bool || LossOfControlDoesntEndTurn= || 1 if losing control doesn't cause the turn to end, 0 otherwise.<br />
|-<br />
| bool || Score= || 1 if score displayed ingame; 0 otherwise.<br />
|-<br />
| bool || Sheep= || Enables the "All crates contain sheep" cheat. When exploded, crates will throw out a sheep regardless of the crate contents.<br />
|}<br />
<br />
=== 4. The [Enviroment] Group ===<br />
This contains information about the environment of the landscape. Once again, reasonably documented, but value limits are not known.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| string || LandFile= || Seems to always be data\land.dat<br />
|-<br />
| int || Wind= || Maximum wind out of 100. If -1, fixed wind is enabled.<br />
|-<br />
| int || FixedWind= || If Wind = -1, this is a value between -100 and 100 representing the fixed wind, with -100 being full left and 100 being full right.<br />
|-<br />
| int || Friction= || The opposite of friction. Default is 96. WWP mission editor values: ice = 99, mud = 98, stone = 96, rubber = 50, glue = 1. Maybe above 100 is anti-friction?<br />
|-<br />
| bool || IndestructableBorder= || [sic]. 1 if indestructible border around whole level, 0 if not.<br />
|-<br />
| bool || IndestructableLandscape= || [sic]. 1 if indestructible landscape, 0 if not.<br />
|-<br />
| int || LogicRandomSeed= || The starting random seed. 12345 is used for most WA missions; 0 for WWP custom missions. Doesn't really matter.<br />
|-<br />
| bool || AlliedGroupToGoFirst= || Which allied group is first to have a turn.<br />
|-<br />
| int || Sound= || Track number on disc of ambient audio track to play during mission. Values out of range (of 1-11) appear to choose random BGM.<br />
|-<br />
|}<br />
<br />
=== 5. The [Teams] Group ===<br />
Very small group describing the number of teams in the mission.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamsInMission= || Simply, the number of teams in the mission. The game does appear to use this; one mission has a fifth team defined that isn't used due to this being 4; and if this is set too high, the game spawns 1-worm CPU teams in "random" places on the map. Trying to set this value higher than 6 will cause WA to produce an error message when trying to load the mission that the number of teams is too high, then run the mission with only 6 teams. Values less than 1 will cause the mission to load with 1 team.<br />
|-<br />
|}<br />
<br />
=== 6. The [HumanTeam] Group ===<br />
The group describing the human team.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team. No out-of-bounds checking is done on this number, so a value outside of 0-8 will cause a fatal crash. A value of zero will cause the team to spawn with zero worms, causing the team bar to shrink and then drop off the bottom of the screen immediately, much like what happens when a team is wiped out normally.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. Any negative number or number larger then 32,767 is infinite, however you can collect more ammo from crates letting you go above 32,767, if for some reason you think you'll need more ammo.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. Like ammo, this can be set to an infinite value if you want to render it unusable with a negative value or value higher than 32,767. Providing a delay to instant effect utilities will prevent them from triggering until the delay runs out.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. -1 for "very high health that can't be displayed properly" (quote from WWP mission editor).<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || 1 if placed as per the options below, 0 if "randomly" placed (obviously based on the same seed each game so not random at all).<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm. <br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm.<br />
|-<br />
| bool || Worm''#''_Vital= || 1 for vital worm; 0 for not. Appears to have no effect for the human team, but some missions have it anyway. That's probably the source of the "killing your worm as well wins the mission" bug in some versions of mission 14 - this option was expected to work when it didn't.<br />
|}<br />
<br />
=== 7. The [CPUTeam''#''] Group ===<br />
Any number of groups describing CPU teams. Presumably limited to five of these.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamNameNumber= || The team name. You can choose from the following values, any value not listed will be treated as 0:<br />
* 0 = Cannon Fodder<br />
* 1 = Commandos<br />
* 2 = Elite<br />
* 3 = Enemy<br />
* 4 = Guardsmen<br />
* 5 = Gunners<br />
* 6 = Officers<br />
* 7 = Patrol<br />
* 8 = Platoon<br />
* 9 = Resistance<br />
* 10 = Special Forces<br />
|-<br />
| int || TeamSkill= || CPU skill. Setting this value to 0 will cause the team to be player controlled, although the mission is still treated as a single-player mission relying on the survival of the red player team. Setting this to 101-120 will result in what appears to be a hyper-accurate 6th skill that exhibits some peculiarities, it loves to aim for its own alliance teammates (including you), but will only actually fire the shot if it thinks it's going to miss because there is land in the way. This can result in some unintended friendly fire (for example, firing an uzi when there is a thin strip of land in the way, so later bullets hit). Other invalid values can cause strange behaviour and should not be used. The team's flag is determined by this setting:<br />
* 1-20 = CPU1<br />
* 21-40 = CPU2<br />
* 41-60 = CPU3<br />
* 61-80 = CPU4<br />
* 81-100 = CPU5<br />
* 0 or 101-120: Default flag<br />
* Other values: No flag (a big black rectangle is drawn)<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team. Invalid values causes crashes.<br />
|-<br />
| int || SoundBank= || Supposedly sets the soundbank for the team, but is ignored. The default soundbank is always used.<br />
|-<br />
| int || Flag= || Supposedly selects the flag, but this is ignored. Flags are selected through the TeamSkill parameter.<br />
|-<br />
| int || GraveStone= || Supposedly selects the gravestone used by the team, but this is ignored. It is not possible to change gravestones.<br />
|-<br />
| int || AlliedGroup= || Allied group of the team. 0 is red, 1 is blue, etc. Use the values 0-5 for each of the 6 team colours. Setting a CPU team's group to 0 will result in a computer team allied to you, which follows the usual rules of alliances in matches (NOTE: You will gain access to any weapons granted to this team as you will both share an inventory). If a CPU team is allied with you, the mission will still immediately fail if the player team is wiped out. Setting the value to 6 or 7 will result in the mission immediately aborting as a failure. For some reason, starting a match with a team of alliance 8 present will set your game volume to 0. Note that other values can cause horrible sprite issues, inactive teams using large fonts for their name text, and all other manner of Lovecraftian horror.<br />
|-<br />
| bool || MissionVital= || Set to 1 if team is vital to a mission. This will produce a team of hat-wearing "VIP" worms that cannot act and will cause the immediate surrender of any allied teams when all of the worms in the team die. This includes making the player team surrender resulting in a mission failure if a VIP team is allied with them. Note that VIP worms will always wear a red hat, regardless of the colour team they are allied with.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. -1 is infinite.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. 0 or not present for no delay.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. Negative values wrap around to large numbers, e.g. a setting of -1 gives a worm 65535 health, although this will display as 9999. A worm starting with 0 energy will immediately die.<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm. A negative value counts as "infinite", which will take a worm to 1 hit point after the first turn, as poison/disease will not kill a worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || Unlike the human team, this option is ignored for CPU teams and is always set to 1. This is due to a bug fix in the [[Worms_Armageddon_ReadMe_(English)/v3.6.26.4_Beta_Update|v3.6.26.4_Beta_Update]] for mission #26 "Mad Cows". If you want to "randomly" place CPU team worms, don't provide any X and Y co-ordinates.<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm.<br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm. Worms placed in the air and will "snap to ground" when the mission is loaded. Starting a worm stuck inside the ground will cause it to default to co-ordinates that appear to be something like (0, -200), causing the worm to get trapped outside of cavern levels. There are no sensibility checks on the co-ordinates you provide.<br />
|-<br />
| int || Worm''#''_NameNumber= || The worm name. You can choose from the following values, any value not listed will be treated as 0:<br />
* 0 = Sentry<br />
* 1 = Guard<br />
* 2 = Sniper<br />
* 3 = Grenadier<br />
* 4 = Field Soldier<br />
* 5 = Artillery<br />
* 6 = Captain<br />
* 7 = Secret Agent<br />
* 8 = Major<br />
* 9 = General<br />
* 10 = Field Marshall<br />
* 11 = Assassin<br />
|-<br />
| int || Worm''#''_FixedWeapon= || The weapon ID of the fixed weapon. 0 for normal free CPU choice.<br />
|-<br />
| int || Worm''#''_ActionRadius= || The distance away from itself the CPU takes into account. 0 = no range limitation?<br />
|-<br />
| bool || Worm''#''_Vital= || 1 if the worm is vital to the mission, 0 otherwise. If a vital worm is killed, all allied teams surrender. Might not work with allies to the human team.<br />
|-<br />
|}<br />
<br />
=== 8. The [Events] Group ===<br />
Definitely not required, this group.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TotalNumberOfEvents= || Supposed to be the total number of events, but actually wrong in some of the few missions it even appears in. This value is ignored anyway.<br />
|-<br />
|}<br />
<br />
=== 9. The [Event''####''] Group ===<br />
Events happen independently of each other after a certain number of turns. If more than one event exists for a given turn, they are executed in numerical order. Note that possibly due to a bug or possibly by design, events must appear in the order in which they occur - so if a turn 0 event appears after a turn 1 event, the turn 0 event will not be executed.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TypeOfEvent= || See [[#Event Types|Event Types]]<br />
|-<br />
| int || Turn= || Will cause this event to activate before the nth turn (starting from turn 0 being the first).<br />
|-<br />
| int || Retries= || Causes the event to activate if the number of attempts is equal to or higher than this number. Allows additional events to occur in silver and bronze medal missions (bronze = 1, silver = 4).<br />
|-<br />
| int || [[#Text_String_Index|Text_String_Index]]= || The string index to use for event type 10.<br />
|-<br />
| bool || EventEnd= || Used as a final dummy event to signify the end of the list of events. Not sure if the game likes this being absent or not.<br />
|-<br />
| int || PlaceWeapon_Bonus_Points= || The number of points you get for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_TurnExtension= || The extension to your turn time for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_RoundExtention= || The extension to round time for collecting the weapon crate. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| int || PlaceWeapon_XPosition= || X position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_YPosition= || Y position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_OnGround= || 1 if the weapon crate spawns on the ground beneath the coords (much faster, please do this) or 0 if it falls from the coords.<br />
|-<br />
| int || [[#PlaceWeapon_Contents|PlaceWeapon_Contents]]= || The weapon ID that is in the crate.<br />
|-<br />
| bool || PlaceWeapon_Marked= || 1 if the weapon crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceWeapon_Vital= || 1 if the weapon crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceWeapon_Ammo= || The ammunition of the weapon in the crate, -1 for infinite.<br />
|-<br />
| int || PlaceHealth_Bonus_Points= || The number of points you get for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_TurnExtention= || The extension to your turn time for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_RoundExtention= || The extension to round time for collecting the health crate. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| int || PlaceHealth_XPosition= || X position of health crate.<br />
|-<br />
| int || PlaceHealth_YPosition= || Y position of health crate.<br />
|-<br />
| int || PlaceHealth_OnGround= || 1 if the health crate spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceHealth_Health= || Amount of health in the crate. Uses the mission default if not present. Note that setting this to zero will not use the default, but make the health crate restore 0 health.<br />
|-<br />
| bool || PlaceHealth_Marked= || 1 if the health crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceHealth_Vital= || 1 if the health crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceTarget_XPosition= || X position of target.<br />
|-<br />
| int || PlaceTarget_YPosition= || Y position of target.<br />
|-<br />
| int || PlaceTarget_OnGround= || 1 if the target spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceTarget_TargetType= || 0 for normal, 1 for old woman. In WWP, 2 is invisible, not sure if this is the case in WA.<br />
|-<br />
| int || PlaceTarget_FallSpeed= || Fall speed for the target.<br />
|-<br />
| int || PlaceTarget_Bonus_Points= || The number of points you get for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_TurnExtention= || The extension to your turn time for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_RoundExtention= || The extension to round time for destroying the target. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| bool || PlaceTarget_Marked= || 1 if the target is marked - ie, important for sequences.<br />
|-<br />
| int || PlaceMine_XPosition= || X position of mine.<br />
|-<br />
| int || PlaceMine_YPosition= || Y position of mine.<br />
|-<br />
| int || PlaceMine_OnGround= || 1 if the mine spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceDrum_XPosition= || X position of drum.<br />
|-<br />
| int || PlaceDrum_YPosition= || Y position of drum.<br />
|-<br />
| int || PlaceDrum_OnGround= || 1 if the drum spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || SetEventTurn_TurnNumber= || (Turn number to skip to + 1) for event 12.<br />
|}<br />
<br />
=== 10. The [Sequence''####''] Group ===<br />
Sequence groups are always executed in numerical order from the start of the mission, but sequences in a given turn are always executed after events (in case the first event is "pause executing sequence"). Some event IDs cause the sequence to pause execution until some condition is fulfilled. Note that it is only possible to have one sequence running at a time, unlike WWP where you can have at least two.<br />
<br />
All options are mostly identical to ones in Event groups; the only difference is the way in which they are executed. Despite the Turn= parameter appearing in official missions, it does not work for sequences. To get a sequence to start after a certain turn, you will need to use a Pause Sequence Event and then a Resume Sequence event on the turn you want it to start.<br />
<br />
== Event types ==<br />
Here are the possible values and their functions for the TypeOfEvent settings in events and sequences. Do bear in mind that some of them are only particularly useful in one or the other, but the types appear to be consistent between them which is nice.<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Function<br />
|-<br />
|1 || Place weapon crate.<br />
|-<br />
|2 || Place health crate.<br />
|-<br />
|3 || Place target.<br />
|-<br />
|4 || Trigger nuke.<br />
|-<br />
|5 || Trigger Earthquake.<br />
|-<br />
|6 || Trigger Armageddon.<br />
|-<br />
|7 || Trigger sudden death.<br />
|-<br />
|8 || Wait until no more "marked" crates (for sequences).<br />
|-<br />
|9 || Wait until no more "marked" targets (for sequences).<br />
|-<br />
|10 || Display Morse code message.<br />
|-<br />
|11 || This has an unknown effect in WA. One mission tries to use it to display text but it doesn't appear to work. Requisitioned in WWP as "pause for (n) 10ths of a second" (this isn't implemented in WA), so if it does do something in WA, it's probably unimportant.<br />
|-<br />
|12 || Set Next Turn Number. Not used in any missions, and works a little glitchily - it actually sets the turn number to one less than the value supplied. Also note that because the turn number changes instantly, remaining events for the current turn will no longer execute and instead the game will start executing events for the turn number that it changes to.<br />
|-<br />
|13 || Place mine.<br />
|-<br />
|14 || Place oil barrel.<br />
|-<br />
|15 || Restart sequence.<br />
|-<br />
|16 || Terminate mission (= win if WinningCondition=3 and possibly others).<br />
|-<br />
|17 || Pause sequence<br />
|-<br />
|18 || Resume sequence<br />
|}<br />
<br />
== Weapon Strings ==<br />
The weapon settings in a mission may be configured individually for each team through use of the '''Ammo_''' and '''Delay_''' prefixes, followed by a weapon string and settings. For example, '''Ammo_Batrope=-1''' would set a team's ninja rope supply to infinite, and '''Delay_Bazooka=2''' would apply a 2 turn bazooka delay.<br />
<br />
The following is a list of weapon strings. You always have an infinite supply of Skip go and Surrender, so supplying ammo is unnecessary. It is currently unknown if it is possible to add Aqua Sheep directly to the inventory (but they can be provided in weapon crates, which is the method used in the official missions) - it appears to be implemented with the AquaSheep string, but in rudimentary tests this has not worked.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!Hot Key !! Column #1 !! Column #2 !! Column #3 !! Column #4 !! Column #5<br />
|-<br />
| '''Util.''' || JetPack || LowGravity || FastWalk || LaserSight || Invisibility<br />
|-<br />
| '''F1''' || Bazooka || HomingMissile || Mortar || HomingPigeon || SheepLauncher<br />
|-<br />
| '''F2''' || Grenade || ClusterBomb || BananaBomb || Axe || Earthquake<br />
|-<br />
| '''F3''' || Shotgun || Handgun || Uzi || Minigun || Longbow<br />
|-<br />
| '''F4''' || FirePunch || DragonBall || Kamikaze || SuicideBomber || Prod<br />
|-<br />
| '''F5''' || Dynamite || Mine || Sheep || SuperSheep || MoleBomb<br />
|-<br />
| '''F6''' || AirStrike || NapalmStrike || PostalStrike || MineStrike || MoleSquadron<br />
|-<br />
| '''F7''' || BlowTorch || PneumaticDrill || Girder || BaseballBat || BridgeKit<br />
|-<br />
| '''F8''' || Batrope || Bungee || Parachute || Teleport || Scales<br />
|-<br />
| '''F9''' || SuperBananaBomb || HolyHandGrenade || FlameThrower || SallyArmy || MBBomb<br />
|-<br />
| '''F10''' || PetrolBomb || Skunk || MingVase || SheepStrike || CarpetBomb<br />
|-<br />
| '''F11''' || MadCow || OldWoman || Donkey || NuclearBomb || Armageddon<br />
|-<br />
| '''F12''' || || || SelectWorm || Freeze || MagicBullet<br />
|}<br />
<br />
You can also add the instant effect utilities to your inventory with the following weapon strings, which will correctly take effect for the opening turn only, regardless of how many ammo you give. The exception is Crate Spy, which will last for the entire mission, as expected.<br />
<br />
*Damagex2<br />
*CrateSpy<br />
*DoubleTime<br />
*CrateShower<br />
<br />
== Text_String_Index ==<br />
<br />
The transition messages you get during missions are hardcoded into the game and are referred to via a number. The following table summarises which numbers refer to which messages (in English).<br />
<br />
'''Notes:'''<br />
*There is a typo in-game for messages number 22 and 42, they contain a carriage return arrow at the end.<br />
*Strings 120 - 130 are the names of the CPU teams usable in missions.<br />
*There may be other non-empty strings beyond 130, but they are unlikely to be useful for the purpose of being used during a mission. <br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Message<br />
|-<br />
| 0 || Weapons drop!<br />
|-<br />
| 1 || Supplies imminent.<br />
|-<br />
| 2 || Secure the drop zones!<br />
|-<br />
| 3 || Delivery successful, over and out.<br />
|-<br />
| 4 || The iron eagle is on the way, over.<br />
|-<br />
| 5 || Package delivered, over and out.<br />
|-<br />
| 6 || That's it we're clean out, you're on your own!<br />
|-<br />
| 7 || The crates are your only hope...<br />
|-<br />
| 8 || Enemy air transport en route.<br />
|-<br />
| 9 || Enemy transport closing.<br />
|-<br />
| 10 || Almost here!<br />
|-<br />
| 11 || It's arrived, now get the crate and get the hell out!<br />
|-<br />
| 12 || No ammo? Try this for size!<br />
|-<br />
| 13 || Mind your head!<br />
|-<br />
| 14 || A first class delivery!<br />
|-<br />
| 15 || Weapons drop successful!<br />
|-<br />
| 16 || Don't let this equipment fall into the wrong hands...<br />
|-<br />
| 17 || Express Delivery!<br />
|-<br />
| 18 || Death by mail order.<br />
|-<br />
| 19 || A little bit of healing goes a long way...<br />
|-<br />
| 20 || Something to perk you up, sir.<br />
|-<br />
| 21 || A blessed relief.<br />
|-<br />
| 22 || Some timely assistance?&#8629;<br />
|-<br />
| 23 || Medical supplies dispatched.<br />
|-<br />
| 24 || Another helping hand.<br />
|-<br />
| 25 || A little assistance for you.<br />
|-<br />
| 26 || Every little bit helps.<br />
|-<br />
| 27 || A little light relief.<br />
|-<br />
| 28 || Anybody require medical assistance?<br />
|-<br />
| 29 || Is this your blood group?<br />
|-<br />
| 30 || Live damn you, Live!<br />
|-<br />
| 31 || Medic!<br />
|-<br />
| 32 || Nuke en-route.<br />
|-<br />
| 33 || Time is against us sir, we need to deal with this quickly!<br />
|-<br />
| 34 || Smoke'em out if you can...<br />
|-<br />
| 35 || Meteor strike imminent, dig in!<br />
|-<br />
| 36 || It's on its way, ETA 5 minutes!<br />
|-<br />
| 37 || Time is short, get a move on!<br />
|-<br />
| 38 || Tactical nuclear missile launch detected.<br />
|-<br />
| 39 || Warning! Strike imminent!<br />
|-<br />
| 40 || A tremor has been detected at the north end of the island!<br />
|-<br />
| 41 || Global warming! Watch the water level!<br />
|-<br />
| 42 || Try not to get wet!&#8629;<br />
|-<br />
| 43 || Hurry, don't let them dig in!<br />
|-<br />
| 44 || The General is escaping!<br />
|-<br />
| 45 || Radiation will be the death of you!<br />
|-<br />
| 46 || Reach for the skies!<br />
|-<br />
| 47 || Climb a mountain not a molehill.<br />
|-<br />
| 48 || Keep away from the edge, earthquake imminent!<br />
|-<br />
| 49 || Where's Noah when you need him?<br />
|-<br />
| 50 || It's time to build those shelters.<br />
|-<br />
| 51 || Hope you've got protection.<br />
|-<br />
| 52 || WARNING! Seismic activity, 7.2 on the Richter scale!<br />
|-<br />
| 53 || What happened to the five minute warning?<br />
|-<br />
| 54 || Global extermination!<br />
|-<br />
| 55 || WARNING! Destabilising fault-line...<br />
|-<br />
| 56 || Caution, tectonic movement!<br />
|-<br />
| 57 || The end of the world is nigh!<br />
|-<br />
| 58 || Judgement Day.<br />
|-<br />
| 59 || Enemy forces mobilising!<br />
|-<br />
| 60 || Strike imminent!<br />
|-<br />
| 61 || Next turn the enemy gets serious.<br />
|-<br />
| 62 || The enemy is armed to the teeth!<br />
|-<br />
| 63 || They've seen you, RUN!<br />
|-<br />
| 64 || Enemy weapons embargo has been lifted.<br />
|-<br />
| 65 || There may be trouble ahead...<br />
|-<br />
| 66 || This conflict is escalating.<br />
|-<br />
| 67 || Ride those thermals, trooper!<br />
|-<br />
| 68 || War is hell.<br />
|-<br />
| 69 || Better dig deep...<br />
|-<br />
| 70 || There IS honour in death.<br />
|-<br />
| 71 || Use the darkside!<br />
|-<br />
| 72 || Secure the area!<br />
|-<br />
| 73 || Dig down and dig deep.<br />
|-<br />
| 74 || That fruits just about ripe and for the picking.<br />
|-<br />
| 75 || Remember to get the crates to add armoury.<br />
|-<br />
| 76 || A utility would be useful...<br />
|-<br />
| 77 || You could do with some 1st aid.<br />
|-<br />
| 78 || You'll need to use the rope...<br />
|-<br />
| 79 || Think about using some girders as cover.<br />
|-<br />
| 80 || You need to draw fire.<br />
|-<br />
| 81 || Remember that you can drop items while on a rope!<br />
|-<br />
| 82 || Learn to use the repeat swing of the rope!<br />
|-<br />
| 83 || Learn all the jumping techniques.<br />
|-<br />
| 84 || A back jump gets you up even higher.<br />
|-<br />
| 85 || Make a note of the enemy units and their skills.<br />
|-<br />
| 86 || Act quickly, think sooner.<br />
|-<br />
| 87 || Skunks can reach places that other weapons cannot reach!<br />
|-<br />
| 88 || Guns can be strafed up and down when fired.<br />
|-<br />
| 89 || Crates can sometimes offer a solution to a mission.<br />
|-<br />
| 90 || Girders can still be placed even whilst swinging on your rope.<br />
|-<br />
| 91 || Need a leg up? Try an arrow or two...<br />
|-<br />
| 92 || A girder could be your last line of defence...<br />
|-<br />
| 93 || Animals and old women can go shopping you know...<br />
|-<br />
| 94 || Parachutes don't slow your fall but can be controlled...<br />
|-<br />
| 95 || A parachute! Ride those thermals, trooper!<br />
|-<br />
| 96 || Crates and explosions don't mix.<br />
|-<br />
| 97 || Air strikes are more effective from the correct direction!<br />
|-<br />
| 98 || Moles love to dig down and they tend to explode too.<br />
|-<br />
| 99 || A well-placed stick of dynamite will dislodge any stubborn Worm.<br />
|-<br />
| 100 || Wind can have an effect on fire, be careful not to stand downwind<br />
|-<br />
| 101 || Measure the wind and send a bazooka curling!<br />
|-<br />
| 102 || Extra Worms make great decoys.<br />
|-<br />
| 103 || Roll out the barrels, they can be deadly too...<br />
|-<br />
| 104 || This crate could be vital!<br />
|-<br />
| 105 || Girders can help grenades reach their targets...<br />
|-<br />
| 106 || Aqua Sheep by name, aquatic by nature.<br />
|-<br />
| 107 || Come on soldier, get a move on!<br />
|-<br />
| 108 || You'd better hurry, there's not much time left!<br />
|-<br />
| 109 || Quick! The water is rising!<br />
|-<br />
| 110 || Here's something to help this time.<br />
|-<br />
| 111 || If you're having trouble, use this.<br />
|-<br />
| 112 || We thought you would appreciate this!<br />
|-<br />
| 113 || Looks like you need help, rookie.<br />
|-<br />
| 114 || This will come in handy...<br />
|-<br />
| 115 || You need help...<br />
|-<br />
| 116 || Try this.<br />
|-<br />
| 117 || (empty string)<br />
|-<br />
| 118 || (empty string)<br />
|-<br />
| 119 || (empty string)<br />
|-<br />
| 120 || Cannon Fodder<br />
|-<br />
| 121 || Commandos<br />
|-<br />
| 122 || Elite<br />
|-<br />
| 123 || Enemy<br />
|-<br />
| 124 || Guardsmen<br />
|-<br />
| 125 || Gunners<br />
|-<br />
| 126 || Officers<br />
|-<br />
| 127 || Patrol<br />
|-<br />
| 128 || Platoon<br />
|-<br />
| 129 || Resistance<br />
|-<br />
| 130 || Special Forces<br />
|}<br />
<br />
== PlaceWeapon_Contents ==<br />
<br />
When placing a weapon or utility crate you need to refer to its contents by a number rather than a name. The following list indicates which number refers to which crate contents:<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Contents<br />
|-<br />
| 0 || None (This is a specially defined "empty" crate)<br />
|-<br />
| 1 || Bazooka<br />
|-<br />
| 2 || Homing Missile<br />
|-<br />
| 3 || Mortar<br />
|-<br />
| 4 || Homing Pigeon<br />
|-<br />
| 5 || Sheep Launcher<br />
|-<br />
| 6 || Grenade<br />
|-<br />
| 7 || Cluster Bomb<br />
|-<br />
| 8 || Banana Bomb<br />
|-<br />
| 9 || Mole Bomb<br />
|-<br />
| 10 || Shotgun<br />
|-<br />
| 11 || Handgun<br />
|-<br />
| 12 || Uzi<br />
|-<br />
| 13 || Minigun<br />
|-<br />
| 14 || Longbow<br />
|-<br />
| 15 || Fire Punch<br />
|-<br />
| 16 || Dragonball<br />
|-<br />
| 17 || Kamikaze<br />
|-<br />
| 18 || Prod<br />
|-<br />
| 19 || Battle Axe<br />
|-<br />
| 20 || Dynamite<br />
|-<br />
| 21 || Mine<br />
|-<br />
| 22 || Sheep<br />
|-<br />
| 23 || Super Sheep<br />
|-<br />
| 24 || Aqua Sheep<br />
|-<br />
| 25 || Earth Quake<br />
|-<br />
| 26 || Air Strike<br />
|-<br />
| 27 || Napalm Strike<br />
|-<br />
| 28 || Mail Strike<br />
|-<br />
| 29 || Mine Strike<br />
|-<br />
| 30 || Armageddon<br />
|-<br />
| 31 || Blow torch<br />
|-<br />
| 32 || Pneumatic Drill<br />
|-<br />
| 33 || Girder<br />
|-<br />
| 34 || Baseball Bat<br />
|-<br />
| 35 || Girder Starter-Pack<br />
|-<br />
| 36 || Ninja Rope<br />
|-<br />
| 37 || Bungee<br />
|-<br />
| 38 || Parachute<br />
|-<br />
| 39 || Teleport<br />
|-<br />
| 40 || Scales of Justice<br />
|-<br />
| 41 || Super Banana Bomb<br />
|-<br />
| 42 || Holy Hand-Grenade<br />
|-<br />
| 43 || Salvation Army<br />
|-<br />
| 44 || MB Bomb<br />
|-<br />
| 45 || Flamethrower<br />
|-<br />
| 46 || Petrol Bomb<br />
|-<br />
| 47 || Skunk<br />
|-<br />
| 48 || Priceless Ming Vase<br />
|-<br />
| 49 || French Sheep Strike<br />
|-<br />
| 50 || Mike's Carpet Bomb<br />
|-<br />
| 51 || Mad cow<br />
|-<br />
| 52 || Old woman<br />
|-<br />
| 53 || Mole Squadron<br />
|-<br />
| 54 || Concrete Donkey<br />
|-<br />
| 55 || Indian nuclear Test<br />
|-<br />
| 56 || Select worm<br />
|-<br />
| 57 || Freeze<br />
|-<br />
| 58 || Patsy's Magic Bullet<br />
|-<br />
| 59 || Fast Walk<br />
|-<br />
| 60 || Laser sight<br />
|-<br />
| 61 || Double Damage<br />
|-<br />
| 62 || Invisibility (Usable even in single player!)<br />
|-<br />
| 63 || Low Gravity<br />
|-<br />
| 64 || Crashes the game with a fatal error<br />
|-<br />
| 65 || Suicide Bomber<br />
|-<br />
| 66 || Jetpack<br />
|-<br />
| 67 || Double Turn Time<br />
|-<br />
| 68 || Crate Shower<br />
|-<br />
| 69 || Crashes the game with a fatal error<br />
|-<br />
| 70 || (null)<br />
|-<br />
| 71 || Crashes the game with a fatal error<br />
|-<br />
| 72 and beyond || (null)<br />
|}<br />
<br />
==See also==<br />
* [[WA Mission Customization Guide]]</div>Melonhttps://worms2d.info/?title=Worms_Armageddon_mission_file&diff=21790Worms Armageddon mission file2012-09-29T20:40:56Z<p>Melon: /* 6. The [HumanTeam] Group */ Specific values for infinite ammo or delay</p>
<hr />
<div>{{ParentArticle|[[File formats]]}}<br />
<br />
The Worms Armageddon mission file is the file format used to store missions. It contains many typos and spelling errors; so any typos in this page are more likely to be mistakes in the actual format than typos in the documentation.<br />
<br />
Mission files in a disc installation of Worms Armageddon are located on the CD. Which map is used appears to be hard-coded (not usually the same one as the mission filename), as are names and descriptions. This makes making custom missions a bit of a pain. However, below is an almost-complete documentation on the file format. A few notes from Worms World Party are also mentioned due to its mission editor existing, but this documentation is NOT comprehensive for the WWP file format which has many additions and a few alterations (especially of unused or little-known options). In the future, WWP additions may be listed at the bottom of this page.<br />
<br />
== Mission Groups ==<br />
All mission settings are organized under main groups according to their type. These groups always appear in the same order in official missions. (it is uncertain if the ordering matters)<br />
<br />
Not all the of the groups are vital for the mission to work. The '''[CPUTeam''#'']''', '''[Event''####'']''', and '''[Sequence''####'']''' may have multiple instances in the file, and the group seems to be ignored if the number is zero so make sure it's positive. <br />
<br />
Typos and many other errors appear to be silently ignored, which isn't great for manual debugging, especially since the file format is filled with them in the first place.<br />
<br />
=== 1. The [Mission] Group ===<br />
This contains the overview of the mission itself. Not yet particularly well-documented on the whole.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || MissionNumber= || Corresponds to the 0-indexed mission number; probably unused in game (untested).<br />
|-<br />
| int || WinningCondition= || What you need to do in order to win the mission. 0: Kill all AI teams. 1: Destroy a vital crate or team. 2: Survive until mission ends. 3: Mission must be terminated (using event or sequence).<br />
|-<br />
| int || WinningWeapon= || Unknown, unused?<br />
|}<br />
<br />
=== 2. The [Description] Group ===<br />
This contains details about the description of the mission. Again, not at all well-documented.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || Name= || Index of the mission name, description, map file, and thumbnail. Position in the list of missions is hardcoded by filename it seems. For training missions, this is ONLY used for the map file; the rest of the data is hardcoded by filename.<br />
|-<br />
| int || Difficulty= || Not used. Apparently the difficulty rating for the mission?<br />
|}<br />
<br />
=== 3. The [Options] Group ===<br />
This contains the bulk of the scheme options for the mission. It's pretty comprehensive, containing many features not in the normal scheme format. Many of the values work differently to in the standard scheme format, so read the value descriptions carefully. Most of these are documented well but it is unknown what the upper and lower limits are for many of them; value ranges acceptable in the WWP mission editor are included where it is not obvious.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || FallDamage= || Sets the [[Fall Damage]].<br />
|-<br />
| bool || DisplayRoundTime= || Boolean. 1 to display the round time.<br />
|-<br />
| bool || EnableActionReplay= || Boolean. 1 to show action replays.<br />
|-<br />
| int || LandRetreatTime= || The retreat time in seconds for weapons fired from land.<br />
|-<br />
| int || RopeRetreatTime= || The retreat time in seconds for weapons fired from a rope.<br />
|-<br />
| int || RoundTime= || Round time. If the value is positive, it represents time in minutes; negative values represent time in seconds.<br />
|-<br />
| int || TurnTime= || Turn time. Appears to be formatted like the one in the scheme file, ie signed with negative representing infinite, as it won't let me enter a value greater than 126 in the WWP mission editor.<br />
|-<br />
| int || MineFuse= || Mine fuse in seconds, 4 is random. (-1 is random in WWP, maybe any value outside 1-3 works?)<br />
|-<br />
| int || ObjectType= || Always 0 in default mission files, as they place their objects manually. Probably as in scheme files, ie 0 for no objects, 1 for mines, 2 for barrels, 5 for both, but not tested. Objects would be placed in the same place every time due to random seed being set.<br />
|-<br />
| int || WeaponCrateDrops= || Weapon crate drop probability. Seems to work the same as in scheme files - see [[Crate probability]]<br />
|-<br />
| int || HealthCrateDrops= || Ditto, for health crates.<br />
|-<br />
| int || UtilityCrateDrops= || Ditto, for utility crates.<br />
|-<br />
| int || HealthCrateEnergy= || Set default value for energy obtained from health crates. Setting this to zero (or not including it) makes the default 15. <br />
|-<br />
| bool || EnableSecretWeapons= || 1 if super weapons are available from crates; 0 if not.<br />
|-<br />
| int || SuddenDeathWaterRise= || Water rise rate in pixels.<br />
|-<br />
| int || SuddenDeathWormDamage= || Worm damage in sudden death per turn. Positive values are absolute health values. -1 is all but one. Either 0 is "none", WWP mission editor seems to have a bug in this respect where it will set none to 1, more testing required.<br />
|-<br />
| int || SuddenDeathType= || 0 = end round. 1 = nuke. 2 and 3 = no nuke - water rise and worm damage honoured in both cases. More testing required.<br />
|-<br />
| int || PauseBetweenTurns= || Hotseat time in seconds.<br />
|-<br />
| int || GirderRadius= || Girder placement radius in pixels. 0 = infinite range.<br />
|-<br />
| bool || WormSelect= || 0 = worms in order, 1 = user worm select.<br />
|-<br />
| int || JetPackTimeLimit= || The amount of fuel in the jetpack. Do not include this parameter if you wish to use the default fuel (30). Setting this value to zero will give infinite fuel, the fuel counter starts at zero and goes up as you use it.<br />
|-<br />
| bool || WeaponsDontEndTurn= || 1 if weapons don't end your turn, 0 otherwise.<br />
|-<br />
| bool || PauseTimerWhileFiring= || 1 if timer is paused during firing, 0 otherwise.<br />
|-<br />
| bool || TurnEndFinishesGame= || 1 if ending your turn finishes the mission.<br />
|-<br />
| bool || LossOfControlDoesntEndTurn= || 1 if losing control doesn't cause the turn to end, 0 otherwise.<br />
|-<br />
| bool || Score= || 1 if score displayed ingame; 0 otherwise.<br />
|-<br />
| bool || Sheep= || Enables the "All crates contain sheep" cheat. When exploded, crates will throw out a sheep regardless of the crate contents.<br />
|}<br />
<br />
=== 4. The [Enviroment] Group ===<br />
This contains information about the environment of the landscape. Once again, reasonably documented, but value limits are not known.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| string || LandFile= || Seems to always be data\land.dat<br />
|-<br />
| int || Wind= || Maximum wind out of 100. If -1, fixed wind is enabled.<br />
|-<br />
| int || FixedWind= || If Wind = -1, this is a value between -100 and 100 representing the fixed wind, with -100 being full left and 100 being full right.<br />
|-<br />
| int || Friction= || The opposite of friction. Default is 96. WWP mission editor values: ice = 99, mud = 98, stone = 96, rubber = 50, glue = 1. Maybe above 100 is anti-friction?<br />
|-<br />
| bool || IndestructableBorder= || [sic]. 1 if indestructible border around whole level, 0 if not.<br />
|-<br />
| bool || IndestructableLandscape= || [sic]. 1 if indestructible landscape, 0 if not.<br />
|-<br />
| int || LogicRandomSeed= || The starting random seed. 12345 is used for most WA missions; 0 for WWP custom missions. Doesn't really matter.<br />
|-<br />
| bool || AlliedGroupToGoFirst= || Which allied group is first to have a turn.<br />
|-<br />
| int || Sound= || Track number on disc of ambient audio track to play during mission. Values out of range (of 1-11) appear to choose random BGM.<br />
|-<br />
|}<br />
<br />
=== 5. The [Teams] Group ===<br />
Very small group describing the number of teams in the mission.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamsInMission= || Simply, the number of teams in the mission. The game does appear to use this; one mission has a fifth team defined that isn't used due to this being 4; and if this is set too high, the game spawns 1-worm CPU teams in "random" places on the map. Trying to set this value higher than 6 will cause WA to produce an error message when trying to load the mission that the number of teams is too high, then run the mission with only 6 teams. Values less than 1 will cause the mission to load with 1 team.<br />
|-<br />
|}<br />
<br />
=== 6. The [HumanTeam] Group ===<br />
The group describing the human team.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team. No out-of-bounds checking is done on this number, so a value outside of 0-8 will cause a fatal crash. A value of zero will cause the team to spawn with zero worms, causing the team bar to shrink and then drop off the bottom of the screen immediately, much like what happens when a team is wiped out normally.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. Any negative number or number larger then 32,767 is infinite, however you can collect more ammo from crates letting you go above 32,767, if for some reason you think you'll need more ammo.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. Like ammo, this can be set to an infinite value if you want to render it unusable with a negative value or value higher than 32,767. Providing a delay to instant effect utilities will prevent them from triggering until the delay runs out.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. -1 for "very high health that can't be displayed properly" (quote from WWP mission editor).<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || 1 if placed as per the options below, 0 if "randomly" placed (obviously based on the same seed each game so not random at all).<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm. <br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm.<br />
|-<br />
| bool || Worm''#''_Vital= || 1 for vital worm; 0 for not. Appears to have no effect for the human team, but some missions have it anyway. That's probably the source of the "killing your worm as well wins the mission" bug in some versions of mission 14 - this option was expected to work when it didn't.<br />
|}<br />
<br />
=== 7. The [CPUTeam''#''] Group ===<br />
Any number of groups describing CPU teams. Presumably limited to five of these.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamNameNumber= || The index of the team name. TODO: List these.<br />
|-<br />
| int || TeamSkill= || CPU skill. WWP mission editor has this from 50 to 185 in steps of 15, but in the default WA missions it appears to be different with very few having even 100. Investigation required.<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team.<br />
|-<br />
| int || SoundBank= || Soundbank ID of the team. Usually seems to be 1. Might not be used.<br />
|-<br />
| int || Flag= || Flag ID of the team. Usually seems to be 1. Probably not used, as all CPU teams seem to have flag 1 regardless of skill.<br />
|-<br />
| int || GraveStone= || Grave ID of the team. Usually seems to be 1.<br />
|-<br />
| int || AlliedGroup= || Allied group of the team. 0 is red, 1 is blue, etc. Use the values 0-5 for each of the 6 team colours. Setting a CPU team's group to 0 will result in a computer team allied to you, which follows the usual rules of alliances in matches (NOTE: You will gain access to any weapons granted to this team as you will both share an inventory). If a CPU team is allied with you, the mission will still immediately fail if the player team is wiped out. Setting the value to 6 or 7 will result in the mission immediately aborting as a failure. Setting the value to 8 will result in a team that is allied with you but with a white team colour bar, and will act ''against'' you while sharing your weapon inventory and using up your weapons. You cannot set weapons independently for this team and any set in the mission file will be ignored. For some reason, starting a match with a team of alliance 8 present will set your game volume to 0. Note that values above 5 will result in some sprites being selected incorrectly, specifically the ones that change depending on your team colour (e.g. the team 8 alliance team will use a green cross for their targeting reticule). Setting this value to anything else will cause horrible sprite issues, inactive teams using large fonts for their name text, and all other manner of Lovecraftian horror.<br />
|-<br />
| bool || MissionVital= || Set to 1 if team is vital to a mission. This will produce a team of hat-wearing "VIP" worms that cannot act and will cause the immediate surrender of any allied teams when all of the worms in the team die. This includes making the player team surrender resulting in a mission failure if a VIP team is allied with them. Note that VIP worms will always wear a red hat, regardless of the colour team they are allied with.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. -1 is infinite.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. 0 or not present for no delay.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. -1 for "very high health that can't be displayed properly" (quote from WWP mission editor).<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || Unlike the human team, this option is ignored for CPU teams and is always set to 1. This is due to a bug fix in the [[Worms_Armageddon_ReadMe_(English)/v3.6.26.4_Beta_Update|v3.6.26.4_Beta_Update]] for mission #26 "Mad Cows". If you want to "randomly" place CPU team worms, don't provide any X and Y co-ordinates.<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm.<br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm.<br />
|-<br />
| int || Worm''#''_NameNumber= || The index of the worm name. TODO: List these.<br />
|-<br />
| int || Worm''#''_FixedWeapon= || The weapon ID of the fixed weapon. 0 for normal free CPU choice.<br />
|-<br />
| int || Worm''#''_ActionRadius= || The distance away from itself the CPU takes into account. 0 = no range limitation?<br />
|-<br />
| bool || Worm''#''_Vital= || 1 if the worm is vital to the mission, 0 otherwise. If a vital worm is killed, all allied teams surrender. Might not work with allies to the human team.<br />
|-<br />
|}<br />
<br />
=== 8. The [Events] Group ===<br />
Definitely not required, this group.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TotalNumberOfEvents= || Supposed to be the total number of events, but actually wrong in some of the few missions it even appears in. This value is ignored anyway.<br />
|-<br />
|}<br />
<br />
=== 9. The [Event''####''] Group ===<br />
Events happen independently of each other after a certain number of turns. If more than one event exists for a given turn, they are executed in numerical order. Note that possibly due to a bug or possibly by design, events must appear in the order in which they occur - so if a turn 0 event appears after a turn 1 event, the turn 0 event will not be executed.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TypeOfEvent= || See [[#Event Types|Event Types]]<br />
|-<br />
| int || Turn= || Will cause this event to activate before the nth turn (starting from turn 0 being the first).<br />
|-<br />
| int || Retries= || Causes the event to activate if the number of attempts is equal to or higher than this number. Allows additional events to occur in silver and bronze medal missions (bronze = 1, silver = 4).<br />
|-<br />
| int || [[#Text_String_Index|Text_String_Index]]= || The string index to use for event type 10.<br />
|-<br />
| bool || EventEnd= || Used as a final dummy event to signify the end of the list of events. Not sure if the game likes this being absent or not.<br />
|-<br />
| int || PlaceWeapon_Bonus_Points= || The number of points you get for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_TurnExtension= || The extension to your turn time for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_RoundExtention= || The extension to round time for collecting the weapon crate. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| int || PlaceWeapon_XPosition= || X position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_YPosition= || Y position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_OnGround= || 1 if the weapon crate spawns on the ground beneath the coords (much faster, please do this) or 0 if it falls from the coords.<br />
|-<br />
| int || [[#PlaceWeapon_Contents|PlaceWeapon_Contents]]= || The weapon ID that is in the crate.<br />
|-<br />
| bool || PlaceWeapon_Marked= || 1 if the weapon crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceWeapon_Vital= || 1 if the weapon crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceWeapon_Ammo= || The ammunition of the weapon in the crate, -1 for infinite.<br />
|-<br />
| int || PlaceHealth_Bonus_Points= || The number of points you get for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_TurnExtention= || The extension to your turn time for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_RoundExtention= || The extension to round time for collecting the health crate. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| int || PlaceHealth_XPosition= || X position of health crate.<br />
|-<br />
| int || PlaceHealth_YPosition= || Y position of health crate.<br />
|-<br />
| int || PlaceHealth_OnGround= || 1 if the health crate spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceHealth_Health= || Amount of health in the crate. Uses the mission default if not present. Note that setting this to zero will not use the default, but make the health crate restore 0 health.<br />
|-<br />
| bool || PlaceHealth_Marked= || 1 if the health crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceHealth_Vital= || 1 if the health crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceTarget_XPosition= || X position of target.<br />
|-<br />
| int || PlaceTarget_YPosition= || Y position of target.<br />
|-<br />
| int || PlaceTarget_OnGround= || 1 if the target spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceTarget_TargetType= || 0 for normal, 1 for old woman. In WWP, 2 is invisible, not sure if this is the case in WA.<br />
|-<br />
| int || PlaceTarget_FallSpeed= || Fall speed for the target.<br />
|-<br />
| int || PlaceTarget_Bonus_Points= || The number of points you get for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_TurnExtention= || The extension to your turn time for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_RoundExtention= || The extension to round time for destroying the target. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| bool || PlaceTarget_Marked= || 1 if the target is marked - ie, important for sequences.<br />
|-<br />
| int || PlaceMine_XPosition= || X position of mine.<br />
|-<br />
| int || PlaceMine_YPosition= || Y position of mine.<br />
|-<br />
| int || PlaceMine_OnGround= || 1 if the mine spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceDrum_XPosition= || X position of drum.<br />
|-<br />
| int || PlaceDrum_YPosition= || Y position of drum.<br />
|-<br />
| int || PlaceDrum_OnGround= || 1 if the drum spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || SetEventTurn_TurnNumber= || (Turn number to skip to + 1) for event 12.<br />
|}<br />
<br />
=== 10. The [Sequence''####''] Group ===<br />
Sequence groups are always executed in numerical order from the start of the mission, but sequences in a given turn are always executed after events (in case the first event is "pause executing sequence"). Some event IDs cause the sequence to pause execution until some condition is fulfilled. Note that it is only possible to have one sequence running at a time, unlike WWP where you can have at least two.<br />
<br />
All options are mostly identical to ones in Event groups; the only difference is the way in which they are executed. Despite the Turn= parameter appearing in official missions, it does not work for sequences. To get a sequence to start after a certain turn, you will need to use a Pause Sequence Event and then a Resume Sequence event on the turn you want it to start.<br />
<br />
== Event types ==<br />
Here are the possible values and their functions for the TypeOfEvent settings in events and sequences. Do bear in mind that some of them are only particularly useful in one or the other, but the types appear to be consistent between them which is nice.<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Function<br />
|-<br />
|1 || Place weapon crate.<br />
|-<br />
|2 || Place health crate.<br />
|-<br />
|3 || Place target.<br />
|-<br />
|4 || Trigger nuke.<br />
|-<br />
|5 || Trigger Earthquake.<br />
|-<br />
|6 || Trigger Armageddon.<br />
|-<br />
|7 || Trigger sudden death.<br />
|-<br />
|8 || Wait until no more "marked" crates (for sequences).<br />
|-<br />
|9 || Wait until no more "marked" targets (for sequences).<br />
|-<br />
|10 || Display Morse code message.<br />
|-<br />
|11 || This has an unknown effect in WA. One mission tries to use it to display text but it doesn't appear to work. Requisitioned in WWP as "pause for (n) 10ths of a second" (this isn't implemented in WA), so if it does do something in WA, it's probably unimportant.<br />
|-<br />
|12 || Set Next Turn Number. Not used in any missions, and works a little glitchily - it actually sets the turn number to one less than the value supplied. Also note that because the turn number changes instantly, remaining events for the current turn will no longer execute and instead the game will start executing events for the turn number that it changes to.<br />
|-<br />
|13 || Place mine.<br />
|-<br />
|14 || Place oil barrel.<br />
|-<br />
|15 || Restart sequence.<br />
|-<br />
|16 || Terminate mission (= win if WinningCondition=3 and possibly others).<br />
|-<br />
|17 || Pause sequence<br />
|-<br />
|18 || Resume sequence<br />
|}<br />
<br />
== Weapon Strings ==<br />
The weapon settings in a mission may be configured individually for each team through use of the '''Ammo_''' and '''Delay_''' prefixes, followed by a weapon string and settings. For example, '''Ammo_Batrope=-1''' would set a team's ninja rope supply to infinite, and '''Delay_Bazooka=2''' would apply a 2 turn bazooka delay.<br />
<br />
The following is a list of weapon strings. You always have an infinite supply of Skip go and Surrender, so supplying ammo is unnecessary. It is currently unknown if it is possible to add Aqua Sheep directly to the inventory (but they can be provided in weapon crates, which is the method used in the official missions) - it appears to be implemented with the AquaSheep string, but in rudimentary tests this has not worked.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!Hot Key !! Column #1 !! Column #2 !! Column #3 !! Column #4 !! Column #5<br />
|-<br />
| '''Util.''' || JetPack || LowGravity || FastWalk || LaserSight || Invisibility<br />
|-<br />
| '''F1''' || Bazooka || HomingMissile || Mortar || HomingPigeon || SheepLauncher<br />
|-<br />
| '''F2''' || Grenade || ClusterBomb || BananaBomb || Axe || Earthquake<br />
|-<br />
| '''F3''' || Shotgun || Handgun || Uzi || Minigun || Longbow<br />
|-<br />
| '''F4''' || FirePunch || DragonBall || Kamikaze || SuicideBomber || Prod<br />
|-<br />
| '''F5''' || Dynamite || Mine || Sheep || SuperSheep || MoleBomb<br />
|-<br />
| '''F6''' || AirStrike || NapalmStrike || PostalStrike || MineStrike || MoleSquadron<br />
|-<br />
| '''F7''' || BlowTorch || PneumaticDrill || Girder || BaseballBat || BridgeKit<br />
|-<br />
| '''F8''' || Batrope || Bungee || Parachute || Teleport || Scales<br />
|-<br />
| '''F9''' || SuperBananaBomb || HolyHandGrenade || FlameThrower || SallyArmy || MBBomb<br />
|-<br />
| '''F10''' || PetrolBomb || Skunk || MingVase || SheepStrike || CarpetBomb<br />
|-<br />
| '''F11''' || MadCow || OldWoman || Donkey || NuclearBomb || Armageddon<br />
|-<br />
| '''F12''' || || || SelectWorm || Freeze || MagicBullet<br />
|}<br />
<br />
You can also add the instant effect utilities to your inventory with the following weapon strings, which will correctly take effect for the opening turn only, regardless of how many ammo you give. The exception is Crate Spy, which will last for the entire mission, as expected.<br />
<br />
*Damagex2<br />
*CrateSpy<br />
*DoubleTime<br />
*CrateShower<br />
<br />
== Text_String_Index ==<br />
<br />
The transition messages you get during missions are hardcoded into the game and are referred to via a number. The following table summarises which numbers refer to which messages (in English).<br />
<br />
'''Notes:'''<br />
*There is a typo in-game for messages number 22 and 42, they contain a carriage return arrow at the end.<br />
*Strings 120 - 130 are the names of the CPU teams usable in missions.<br />
*There may be other non-empty strings beyond 130, but they are unlikely to be useful for the purpose of being used during a mission. <br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Message<br />
|-<br />
| 0 || Weapons drop!<br />
|-<br />
| 1 || Supplies imminent.<br />
|-<br />
| 2 || Secure the drop zones!<br />
|-<br />
| 3 || Delivery successful, over and out.<br />
|-<br />
| 4 || The iron eagle is on the way, over.<br />
|-<br />
| 5 || Package delivered, over and out.<br />
|-<br />
| 6 || That's it we're clean out, you're on your own!<br />
|-<br />
| 7 || The crates are your only hope...<br />
|-<br />
| 8 || Enemy air transport en route.<br />
|-<br />
| 9 || Enemy transport closing.<br />
|-<br />
| 10 || Almost here!<br />
|-<br />
| 11 || It's arrived, now get the crate and get the hell out!<br />
|-<br />
| 12 || No ammo? Try this for size!<br />
|-<br />
| 13 || Mind your head!<br />
|-<br />
| 14 || A first class delivery!<br />
|-<br />
| 15 || Weapons drop successful!<br />
|-<br />
| 16 || Don't let this equipment fall into the wrong hands...<br />
|-<br />
| 17 || Express Delivery!<br />
|-<br />
| 18 || Death by mail order.<br />
|-<br />
| 19 || A little bit of healing goes a long way...<br />
|-<br />
| 20 || Something to perk you up, sir.<br />
|-<br />
| 21 || A blessed relief.<br />
|-<br />
| 22 || Some timely assistance?&#8629;<br />
|-<br />
| 23 || Medical supplies dispatched.<br />
|-<br />
| 24 || Another helping hand.<br />
|-<br />
| 25 || A little assistance for you.<br />
|-<br />
| 26 || Every little bit helps.<br />
|-<br />
| 27 || A little light relief.<br />
|-<br />
| 28 || Anybody require medical assistance?<br />
|-<br />
| 29 || Is this your blood group?<br />
|-<br />
| 30 || Live damn you, Live!<br />
|-<br />
| 31 || Medic!<br />
|-<br />
| 32 || Nuke en-route.<br />
|-<br />
| 33 || Time is against us sir, we need to deal with this quickly!<br />
|-<br />
| 34 || Smoke'em out if you can...<br />
|-<br />
| 35 || Meteor strike imminent, dig in!<br />
|-<br />
| 36 || It's on its way, ETA 5 minutes!<br />
|-<br />
| 37 || Time is short, get a move on!<br />
|-<br />
| 38 || Tactical nuclear missile launch detected.<br />
|-<br />
| 39 || Warning! Strike imminent!<br />
|-<br />
| 40 || A tremor has been detected at the north end of the island!<br />
|-<br />
| 41 || Global warming! Watch the water level!<br />
|-<br />
| 42 || Try not to get wet!&#8629;<br />
|-<br />
| 43 || Hurry, don't let them dig in!<br />
|-<br />
| 44 || The General is escaping!<br />
|-<br />
| 45 || Radiation will be the death of you!<br />
|-<br />
| 46 || Reach for the skies!<br />
|-<br />
| 47 || Climb a mountain not a molehill.<br />
|-<br />
| 48 || Keep away from the edge, earthquake imminent!<br />
|-<br />
| 49 || Where's Noah when you need him?<br />
|-<br />
| 50 || It's time to build those shelters.<br />
|-<br />
| 51 || Hope you've got protection.<br />
|-<br />
| 52 || WARNING! Seismic activity, 7.2 on the Richter scale!<br />
|-<br />
| 53 || What happened to the five minute warning?<br />
|-<br />
| 54 || Global extermination!<br />
|-<br />
| 55 || WARNING! Destabilising fault-line...<br />
|-<br />
| 56 || Caution, tectonic movement!<br />
|-<br />
| 57 || The end of the world is nigh!<br />
|-<br />
| 58 || Judgement Day.<br />
|-<br />
| 59 || Enemy forces mobilising!<br />
|-<br />
| 60 || Strike imminent!<br />
|-<br />
| 61 || Next turn the enemy gets serious.<br />
|-<br />
| 62 || The enemy is armed to the teeth!<br />
|-<br />
| 63 || They've seen you, RUN!<br />
|-<br />
| 64 || Enemy weapons embargo has been lifted.<br />
|-<br />
| 65 || There may be trouble ahead...<br />
|-<br />
| 66 || This conflict is escalating.<br />
|-<br />
| 67 || Ride those thermals, trooper!<br />
|-<br />
| 68 || War is hell.<br />
|-<br />
| 69 || Better dig deep...<br />
|-<br />
| 70 || There IS honour in death.<br />
|-<br />
| 71 || Use the darkside!<br />
|-<br />
| 72 || Secure the area!<br />
|-<br />
| 73 || Dig down and dig deep.<br />
|-<br />
| 74 || That fruits just about ripe and for the picking.<br />
|-<br />
| 75 || Remember to get the crates to add armoury.<br />
|-<br />
| 76 || A utility would be useful...<br />
|-<br />
| 77 || You could do with some 1st aid.<br />
|-<br />
| 78 || You'll need to use the rope...<br />
|-<br />
| 79 || Think about using some girders as cover.<br />
|-<br />
| 80 || You need to draw fire.<br />
|-<br />
| 81 || Remember that you can drop items while on a rope!<br />
|-<br />
| 82 || Learn to use the repeat swing of the rope!<br />
|-<br />
| 83 || Learn all the jumping techniques.<br />
|-<br />
| 84 || A back jump gets you up even higher.<br />
|-<br />
| 85 || Make a note of the enemy units and their skills.<br />
|-<br />
| 86 || Act quickly, think sooner.<br />
|-<br />
| 87 || Skunks can reach places that other weapons cannot reach!<br />
|-<br />
| 88 || Guns can be strafed up and down when fired.<br />
|-<br />
| 89 || Crates can sometimes offer a solution to a mission.<br />
|-<br />
| 90 || Girders can still be placed even whilst swinging on your rope.<br />
|-<br />
| 91 || Need a leg up? Try an arrow or two...<br />
|-<br />
| 92 || A girder could be your last line of defence...<br />
|-<br />
| 93 || Animals and old women can go shopping you know...<br />
|-<br />
| 94 || Parachutes don't slow your fall but can be controlled...<br />
|-<br />
| 95 || A parachute! Ride those thermals, trooper!<br />
|-<br />
| 96 || Crates and explosions don't mix.<br />
|-<br />
| 97 || Air strikes are more effective from the correct direction!<br />
|-<br />
| 98 || Moles love to dig down and they tend to explode too.<br />
|-<br />
| 99 || A well-placed stick of dynamite will dislodge any stubborn Worm.<br />
|-<br />
| 100 || Wind can have an effect on fire, be careful not to stand downwind<br />
|-<br />
| 101 || Measure the wind and send a bazooka curling!<br />
|-<br />
| 102 || Extra Worms make great decoys.<br />
|-<br />
| 103 || Roll out the barrels, they can be deadly too...<br />
|-<br />
| 104 || This crate could be vital!<br />
|-<br />
| 105 || Girders can help grenades reach their targets...<br />
|-<br />
| 106 || Aqua Sheep by name, aquatic by nature.<br />
|-<br />
| 107 || Come on soldier, get a move on!<br />
|-<br />
| 108 || You'd better hurry, there's not much time left!<br />
|-<br />
| 109 || Quick! The water is rising!<br />
|-<br />
| 110 || Here's something to help this time.<br />
|-<br />
| 111 || If you're having trouble, use this.<br />
|-<br />
| 112 || We thought you would appreciate this!<br />
|-<br />
| 113 || Looks like you need help, rookie.<br />
|-<br />
| 114 || This will come in handy...<br />
|-<br />
| 115 || You need help...<br />
|-<br />
| 116 || Try this.<br />
|-<br />
| 117 || (empty string)<br />
|-<br />
| 118 || (empty string)<br />
|-<br />
| 119 || (empty string)<br />
|-<br />
| 120 || Cannon Fodder<br />
|-<br />
| 121 || Commandos<br />
|-<br />
| 122 || Elite<br />
|-<br />
| 123 || Enemy<br />
|-<br />
| 124 || Guardsmen<br />
|-<br />
| 125 || Gunners<br />
|-<br />
| 126 || Officers<br />
|-<br />
| 127 || Patrol<br />
|-<br />
| 128 || Platoon<br />
|-<br />
| 129 || Resistance<br />
|-<br />
| 130 || Special Forces<br />
|}<br />
<br />
== PlaceWeapon_Contents ==<br />
<br />
When placing a weapon or utility crate you need to refer to its contents by a number rather than a name. The following list indicates which number refers to which crate contents:<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Contents<br />
|-<br />
| 0 || None (This is a specially defined "empty" crate)<br />
|-<br />
| 1 || Bazooka<br />
|-<br />
| 2 || Homing Missile<br />
|-<br />
| 3 || Mortar<br />
|-<br />
| 4 || Homing Pigeon<br />
|-<br />
| 5 || Sheep Launcher<br />
|-<br />
| 6 || Grenade<br />
|-<br />
| 7 || Cluster Bomb<br />
|-<br />
| 8 || Banana Bomb<br />
|-<br />
| 9 || Mole Bomb<br />
|-<br />
| 10 || Shotgun<br />
|-<br />
| 11 || Handgun<br />
|-<br />
| 12 || Uzi<br />
|-<br />
| 13 || Minigun<br />
|-<br />
| 14 || Longbow<br />
|-<br />
| 15 || Fire Punch<br />
|-<br />
| 16 || Dragonball<br />
|-<br />
| 17 || Kamikaze<br />
|-<br />
| 18 || Prod<br />
|-<br />
| 19 || Battle Axe<br />
|-<br />
| 20 || Dynamite<br />
|-<br />
| 21 || Mine<br />
|-<br />
| 22 || Sheep<br />
|-<br />
| 23 || Super Sheep<br />
|-<br />
| 24 || Aqua Sheep<br />
|-<br />
| 25 || Earth Quake<br />
|-<br />
| 26 || Air Strike<br />
|-<br />
| 27 || Napalm Strike<br />
|-<br />
| 28 || Mail Strike<br />
|-<br />
| 29 || Mine Strike<br />
|-<br />
| 30 || Armageddon<br />
|-<br />
| 31 || Blow torch<br />
|-<br />
| 32 || Pneumatic Drill<br />
|-<br />
| 33 || Girder<br />
|-<br />
| 34 || Baseball Bat<br />
|-<br />
| 35 || Girder Starter-Pack<br />
|-<br />
| 36 || Ninja Rope<br />
|-<br />
| 37 || Bungee<br />
|-<br />
| 38 || Parachute<br />
|-<br />
| 39 || Teleport<br />
|-<br />
| 40 || Scales of Justice<br />
|-<br />
| 41 || Super Banana Bomb<br />
|-<br />
| 42 || Holy Hand-Grenade<br />
|-<br />
| 43 || Salvation Army<br />
|-<br />
| 44 || MB Bomb<br />
|-<br />
| 45 || Flamethrower<br />
|-<br />
| 46 || Petrol Bomb<br />
|-<br />
| 47 || Skunk<br />
|-<br />
| 48 || Priceless Ming Vase<br />
|-<br />
| 49 || French Sheep Strike<br />
|-<br />
| 50 || Mike's Carpet Bomb<br />
|-<br />
| 51 || Mad cow<br />
|-<br />
| 52 || Old woman<br />
|-<br />
| 53 || Mole Squadron<br />
|-<br />
| 54 || Concrete Donkey<br />
|-<br />
| 55 || Indian nuclear Test<br />
|-<br />
| 56 || Select worm<br />
|-<br />
| 57 || Freeze<br />
|-<br />
| 58 || Patsy's Magic Bullet<br />
|-<br />
| 59 || Fast Walk<br />
|-<br />
| 60 || Laser sight<br />
|-<br />
| 61 || Double Damage<br />
|-<br />
| 62 || Invisibility (Usable even in single player!)<br />
|-<br />
| 63 || Low Gravity<br />
|-<br />
| 64 || Crashes the game with a fatal error<br />
|-<br />
| 65 || Suicide Bomber<br />
|-<br />
| 66 || Jetpack<br />
|-<br />
| 67 || Double Turn Time<br />
|-<br />
| 68 || Crate Shower<br />
|-<br />
| 69 || Crashes the game with a fatal error<br />
|-<br />
| 70 || (null)<br />
|-<br />
| 71 || Crashes the game with a fatal error<br />
|-<br />
| 72 and beyond || (null)<br />
|}<br />
<br />
==See also==<br />
* [[WA Mission Customization Guide]]</div>Melonhttps://worms2d.info/?title=Worms_Armageddon_mission_file&diff=21789Worms Armageddon mission file2012-09-29T20:29:48Z<p>Melon: /* 6. The [HumanTeam] Group */ A few notes on various things.</p>
<hr />
<div>{{ParentArticle|[[File formats]]}}<br />
<br />
The Worms Armageddon mission file is the file format used to store missions. It contains many typos and spelling errors; so any typos in this page are more likely to be mistakes in the actual format than typos in the documentation.<br />
<br />
Mission files in a disc installation of Worms Armageddon are located on the CD. Which map is used appears to be hard-coded (not usually the same one as the mission filename), as are names and descriptions. This makes making custom missions a bit of a pain. However, below is an almost-complete documentation on the file format. A few notes from Worms World Party are also mentioned due to its mission editor existing, but this documentation is NOT comprehensive for the WWP file format which has many additions and a few alterations (especially of unused or little-known options). In the future, WWP additions may be listed at the bottom of this page.<br />
<br />
== Mission Groups ==<br />
All mission settings are organized under main groups according to their type. These groups always appear in the same order in official missions. (it is uncertain if the ordering matters)<br />
<br />
Not all the of the groups are vital for the mission to work. The '''[CPUTeam''#'']''', '''[Event''####'']''', and '''[Sequence''####'']''' may have multiple instances in the file, and the group seems to be ignored if the number is zero so make sure it's positive. <br />
<br />
Typos and many other errors appear to be silently ignored, which isn't great for manual debugging, especially since the file format is filled with them in the first place.<br />
<br />
=== 1. The [Mission] Group ===<br />
This contains the overview of the mission itself. Not yet particularly well-documented on the whole.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || MissionNumber= || Corresponds to the 0-indexed mission number; probably unused in game (untested).<br />
|-<br />
| int || WinningCondition= || What you need to do in order to win the mission. 0: Kill all AI teams. 1: Destroy a vital crate or team. 2: Survive until mission ends. 3: Mission must be terminated (using event or sequence).<br />
|-<br />
| int || WinningWeapon= || Unknown, unused?<br />
|}<br />
<br />
=== 2. The [Description] Group ===<br />
This contains details about the description of the mission. Again, not at all well-documented.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || Name= || Index of the mission name, description, map file, and thumbnail. Position in the list of missions is hardcoded by filename it seems. For training missions, this is ONLY used for the map file; the rest of the data is hardcoded by filename.<br />
|-<br />
| int || Difficulty= || Not used. Apparently the difficulty rating for the mission?<br />
|}<br />
<br />
=== 3. The [Options] Group ===<br />
This contains the bulk of the scheme options for the mission. It's pretty comprehensive, containing many features not in the normal scheme format. Many of the values work differently to in the standard scheme format, so read the value descriptions carefully. Most of these are documented well but it is unknown what the upper and lower limits are for many of them; value ranges acceptable in the WWP mission editor are included where it is not obvious.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || FallDamage= || Sets the [[Fall Damage]].<br />
|-<br />
| bool || DisplayRoundTime= || Boolean. 1 to display the round time.<br />
|-<br />
| bool || EnableActionReplay= || Boolean. 1 to show action replays.<br />
|-<br />
| int || LandRetreatTime= || The retreat time in seconds for weapons fired from land.<br />
|-<br />
| int || RopeRetreatTime= || The retreat time in seconds for weapons fired from a rope.<br />
|-<br />
| int || RoundTime= || Round time. If the value is positive, it represents time in minutes; negative values represent time in seconds.<br />
|-<br />
| int || TurnTime= || Turn time. Appears to be formatted like the one in the scheme file, ie signed with negative representing infinite, as it won't let me enter a value greater than 126 in the WWP mission editor.<br />
|-<br />
| int || MineFuse= || Mine fuse in seconds, 4 is random. (-1 is random in WWP, maybe any value outside 1-3 works?)<br />
|-<br />
| int || ObjectType= || Always 0 in default mission files, as they place their objects manually. Probably as in scheme files, ie 0 for no objects, 1 for mines, 2 for barrels, 5 for both, but not tested. Objects would be placed in the same place every time due to random seed being set.<br />
|-<br />
| int || WeaponCrateDrops= || Weapon crate drop probability. Seems to work the same as in scheme files - see [[Crate probability]]<br />
|-<br />
| int || HealthCrateDrops= || Ditto, for health crates.<br />
|-<br />
| int || UtilityCrateDrops= || Ditto, for utility crates.<br />
|-<br />
| int || HealthCrateEnergy= || Set default value for energy obtained from health crates. Setting this to zero (or not including it) makes the default 15. <br />
|-<br />
| bool || EnableSecretWeapons= || 1 if super weapons are available from crates; 0 if not.<br />
|-<br />
| int || SuddenDeathWaterRise= || Water rise rate in pixels.<br />
|-<br />
| int || SuddenDeathWormDamage= || Worm damage in sudden death per turn. Positive values are absolute health values. -1 is all but one. Either 0 is "none", WWP mission editor seems to have a bug in this respect where it will set none to 1, more testing required.<br />
|-<br />
| int || SuddenDeathType= || 0 = end round. 1 = nuke. 2 and 3 = no nuke - water rise and worm damage honoured in both cases. More testing required.<br />
|-<br />
| int || PauseBetweenTurns= || Hotseat time in seconds.<br />
|-<br />
| int || GirderRadius= || Girder placement radius in pixels. 0 = infinite range.<br />
|-<br />
| bool || WormSelect= || 0 = worms in order, 1 = user worm select.<br />
|-<br />
| int || JetPackTimeLimit= || The amount of fuel in the jetpack. Do not include this parameter if you wish to use the default fuel (30). Setting this value to zero will give infinite fuel, the fuel counter starts at zero and goes up as you use it.<br />
|-<br />
| bool || WeaponsDontEndTurn= || 1 if weapons don't end your turn, 0 otherwise.<br />
|-<br />
| bool || PauseTimerWhileFiring= || 1 if timer is paused during firing, 0 otherwise.<br />
|-<br />
| bool || TurnEndFinishesGame= || 1 if ending your turn finishes the mission.<br />
|-<br />
| bool || LossOfControlDoesntEndTurn= || 1 if losing control doesn't cause the turn to end, 0 otherwise.<br />
|-<br />
| bool || Score= || 1 if score displayed ingame; 0 otherwise.<br />
|-<br />
| bool || Sheep= || Enables the "All crates contain sheep" cheat. When exploded, crates will throw out a sheep regardless of the crate contents.<br />
|}<br />
<br />
=== 4. The [Enviroment] Group ===<br />
This contains information about the environment of the landscape. Once again, reasonably documented, but value limits are not known.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| string || LandFile= || Seems to always be data\land.dat<br />
|-<br />
| int || Wind= || Maximum wind out of 100. If -1, fixed wind is enabled.<br />
|-<br />
| int || FixedWind= || If Wind = -1, this is a value between -100 and 100 representing the fixed wind, with -100 being full left and 100 being full right.<br />
|-<br />
| int || Friction= || The opposite of friction. Default is 96. WWP mission editor values: ice = 99, mud = 98, stone = 96, rubber = 50, glue = 1. Maybe above 100 is anti-friction?<br />
|-<br />
| bool || IndestructableBorder= || [sic]. 1 if indestructible border around whole level, 0 if not.<br />
|-<br />
| bool || IndestructableLandscape= || [sic]. 1 if indestructible landscape, 0 if not.<br />
|-<br />
| int || LogicRandomSeed= || The starting random seed. 12345 is used for most WA missions; 0 for WWP custom missions. Doesn't really matter.<br />
|-<br />
| bool || AlliedGroupToGoFirst= || Which allied group is first to have a turn.<br />
|-<br />
| int || Sound= || Track number on disc of ambient audio track to play during mission. Values out of range (of 1-11) appear to choose random BGM.<br />
|-<br />
|}<br />
<br />
=== 5. The [Teams] Group ===<br />
Very small group describing the number of teams in the mission.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamsInMission= || Simply, the number of teams in the mission. The game does appear to use this; one mission has a fifth team defined that isn't used due to this being 4; and if this is set too high, the game spawns 1-worm CPU teams in "random" places on the map. Trying to set this value higher than 6 will cause WA to produce an error message when trying to load the mission that the number of teams is too high, then run the mission with only 6 teams. Values less than 1 will cause the mission to load with 1 team.<br />
|-<br />
|}<br />
<br />
=== 6. The [HumanTeam] Group ===<br />
The group describing the human team.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team. No out-of-bounds checking is done on this number, so a value outside of 0-8 will cause a fatal crash. A value of zero will cause the team to spawn with zero worms, causing the team bar to shrink and then drop off the bottom of the screen immediately, much like what happens when a team is wiped out normally.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. Any negative or absurdly large number is infinite.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. Like ammo, this can be set to an infinite value if you want to render it unusable. Providing a delay to instant effect utilities will prevent them from triggering until the delay runs out.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. -1 for "very high health that can't be displayed properly" (quote from WWP mission editor).<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || 1 if placed as per the options below, 0 if "randomly" placed (obviously based on the same seed each game so not random at all).<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm. <br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm.<br />
|-<br />
| bool || Worm''#''_Vital= || 1 for vital worm; 0 for not. Appears to have no effect for the human team, but some missions have it anyway. That's probably the source of the "killing your worm as well wins the mission" bug in some versions of mission 14 - this option was expected to work when it didn't.<br />
|}<br />
<br />
=== 7. The [CPUTeam''#''] Group ===<br />
Any number of groups describing CPU teams. Presumably limited to five of these.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamNameNumber= || The index of the team name. TODO: List these.<br />
|-<br />
| int || TeamSkill= || CPU skill. WWP mission editor has this from 50 to 185 in steps of 15, but in the default WA missions it appears to be different with very few having even 100. Investigation required.<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team.<br />
|-<br />
| int || SoundBank= || Soundbank ID of the team. Usually seems to be 1. Might not be used.<br />
|-<br />
| int || Flag= || Flag ID of the team. Usually seems to be 1. Probably not used, as all CPU teams seem to have flag 1 regardless of skill.<br />
|-<br />
| int || GraveStone= || Grave ID of the team. Usually seems to be 1.<br />
|-<br />
| int || AlliedGroup= || Allied group of the team. 0 is red, 1 is blue, etc. Use the values 0-5 for each of the 6 team colours. Setting a CPU team's group to 0 will result in a computer team allied to you, which follows the usual rules of alliances in matches (NOTE: You will gain access to any weapons granted to this team as you will both share an inventory). If a CPU team is allied with you, the mission will still immediately fail if the player team is wiped out. Setting the value to 6 or 7 will result in the mission immediately aborting as a failure. Setting the value to 8 will result in a team that is allied with you but with a white team colour bar, and will act ''against'' you while sharing your weapon inventory and using up your weapons. You cannot set weapons independently for this team and any set in the mission file will be ignored. For some reason, starting a match with a team of alliance 8 present will set your game volume to 0. Note that values above 5 will result in some sprites being selected incorrectly, specifically the ones that change depending on your team colour (e.g. the team 8 alliance team will use a green cross for their targeting reticule). Setting this value to anything else will cause horrible sprite issues, inactive teams using large fonts for their name text, and all other manner of Lovecraftian horror.<br />
|-<br />
| bool || MissionVital= || Set to 1 if team is vital to a mission. This will produce a team of hat-wearing "VIP" worms that cannot act and will cause the immediate surrender of any allied teams when all of the worms in the team die. This includes making the player team surrender resulting in a mission failure if a VIP team is allied with them. Note that VIP worms will always wear a red hat, regardless of the colour team they are allied with.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. -1 is infinite.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. 0 or not present for no delay.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. -1 for "very high health that can't be displayed properly" (quote from WWP mission editor).<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || Unlike the human team, this option is ignored for CPU teams and is always set to 1. This is due to a bug fix in the [[Worms_Armageddon_ReadMe_(English)/v3.6.26.4_Beta_Update|v3.6.26.4_Beta_Update]] for mission #26 "Mad Cows". If you want to "randomly" place CPU team worms, don't provide any X and Y co-ordinates.<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm.<br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm.<br />
|-<br />
| int || Worm''#''_NameNumber= || The index of the worm name. TODO: List these.<br />
|-<br />
| int || Worm''#''_FixedWeapon= || The weapon ID of the fixed weapon. 0 for normal free CPU choice.<br />
|-<br />
| int || Worm''#''_ActionRadius= || The distance away from itself the CPU takes into account. 0 = no range limitation?<br />
|-<br />
| bool || Worm''#''_Vital= || 1 if the worm is vital to the mission, 0 otherwise. If a vital worm is killed, all allied teams surrender. Might not work with allies to the human team.<br />
|-<br />
|}<br />
<br />
=== 8. The [Events] Group ===<br />
Definitely not required, this group.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TotalNumberOfEvents= || Supposed to be the total number of events, but actually wrong in some of the few missions it even appears in. This value is ignored anyway.<br />
|-<br />
|}<br />
<br />
=== 9. The [Event''####''] Group ===<br />
Events happen independently of each other after a certain number of turns. If more than one event exists for a given turn, they are executed in numerical order. Note that possibly due to a bug or possibly by design, events must appear in the order in which they occur - so if a turn 0 event appears after a turn 1 event, the turn 0 event will not be executed.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TypeOfEvent= || See [[#Event Types|Event Types]]<br />
|-<br />
| int || Turn= || Will cause this event to activate before the nth turn (starting from turn 0 being the first).<br />
|-<br />
| int || Retries= || Causes the event to activate if the number of attempts is equal to or higher than this number. Allows additional events to occur in silver and bronze medal missions (bronze = 1, silver = 4).<br />
|-<br />
| int || [[#Text_String_Index|Text_String_Index]]= || The string index to use for event type 10.<br />
|-<br />
| bool || EventEnd= || Used as a final dummy event to signify the end of the list of events. Not sure if the game likes this being absent or not.<br />
|-<br />
| int || PlaceWeapon_Bonus_Points= || The number of points you get for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_TurnExtension= || The extension to your turn time for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_RoundExtention= || The extension to round time for collecting the weapon crate. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| int || PlaceWeapon_XPosition= || X position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_YPosition= || Y position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_OnGround= || 1 if the weapon crate spawns on the ground beneath the coords (much faster, please do this) or 0 if it falls from the coords.<br />
|-<br />
| int || [[#PlaceWeapon_Contents|PlaceWeapon_Contents]]= || The weapon ID that is in the crate.<br />
|-<br />
| bool || PlaceWeapon_Marked= || 1 if the weapon crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceWeapon_Vital= || 1 if the weapon crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceWeapon_Ammo= || The ammunition of the weapon in the crate, -1 for infinite.<br />
|-<br />
| int || PlaceHealth_Bonus_Points= || The number of points you get for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_TurnExtention= || The extension to your turn time for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_RoundExtention= || The extension to round time for collecting the health crate. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| int || PlaceHealth_XPosition= || X position of health crate.<br />
|-<br />
| int || PlaceHealth_YPosition= || Y position of health crate.<br />
|-<br />
| int || PlaceHealth_OnGround= || 1 if the health crate spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceHealth_Health= || Amount of health in the crate. Uses the mission default if not present. Note that setting this to zero will not use the default, but make the health crate restore 0 health.<br />
|-<br />
| bool || PlaceHealth_Marked= || 1 if the health crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceHealth_Vital= || 1 if the health crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceTarget_XPosition= || X position of target.<br />
|-<br />
| int || PlaceTarget_YPosition= || Y position of target.<br />
|-<br />
| int || PlaceTarget_OnGround= || 1 if the target spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceTarget_TargetType= || 0 for normal, 1 for old woman. In WWP, 2 is invisible, not sure if this is the case in WA.<br />
|-<br />
| int || PlaceTarget_FallSpeed= || Fall speed for the target.<br />
|-<br />
| int || PlaceTarget_Bonus_Points= || The number of points you get for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_TurnExtention= || The extension to your turn time for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_RoundExtention= || The extension to round time for destroying the target. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| bool || PlaceTarget_Marked= || 1 if the target is marked - ie, important for sequences.<br />
|-<br />
| int || PlaceMine_XPosition= || X position of mine.<br />
|-<br />
| int || PlaceMine_YPosition= || Y position of mine.<br />
|-<br />
| int || PlaceMine_OnGround= || 1 if the mine spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceDrum_XPosition= || X position of drum.<br />
|-<br />
| int || PlaceDrum_YPosition= || Y position of drum.<br />
|-<br />
| int || PlaceDrum_OnGround= || 1 if the drum spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || SetEventTurn_TurnNumber= || (Turn number to skip to + 1) for event 12.<br />
|}<br />
<br />
=== 10. The [Sequence''####''] Group ===<br />
Sequence groups are always executed in numerical order from the start of the mission, but sequences in a given turn are always executed after events (in case the first event is "pause executing sequence"). Some event IDs cause the sequence to pause execution until some condition is fulfilled. Note that it is only possible to have one sequence running at a time, unlike WWP where you can have at least two.<br />
<br />
All options are mostly identical to ones in Event groups; the only difference is the way in which they are executed. Despite the Turn= parameter appearing in official missions, it does not work for sequences. To get a sequence to start after a certain turn, you will need to use a Pause Sequence Event and then a Resume Sequence event on the turn you want it to start.<br />
<br />
== Event types ==<br />
Here are the possible values and their functions for the TypeOfEvent settings in events and sequences. Do bear in mind that some of them are only particularly useful in one or the other, but the types appear to be consistent between them which is nice.<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Function<br />
|-<br />
|1 || Place weapon crate.<br />
|-<br />
|2 || Place health crate.<br />
|-<br />
|3 || Place target.<br />
|-<br />
|4 || Trigger nuke.<br />
|-<br />
|5 || Trigger Earthquake.<br />
|-<br />
|6 || Trigger Armageddon.<br />
|-<br />
|7 || Trigger sudden death.<br />
|-<br />
|8 || Wait until no more "marked" crates (for sequences).<br />
|-<br />
|9 || Wait until no more "marked" targets (for sequences).<br />
|-<br />
|10 || Display Morse code message.<br />
|-<br />
|11 || This has an unknown effect in WA. One mission tries to use it to display text but it doesn't appear to work. Requisitioned in WWP as "pause for (n) 10ths of a second" (this isn't implemented in WA), so if it does do something in WA, it's probably unimportant.<br />
|-<br />
|12 || Set Next Turn Number. Not used in any missions, and works a little glitchily - it actually sets the turn number to one less than the value supplied. Also note that because the turn number changes instantly, remaining events for the current turn will no longer execute and instead the game will start executing events for the turn number that it changes to.<br />
|-<br />
|13 || Place mine.<br />
|-<br />
|14 || Place oil barrel.<br />
|-<br />
|15 || Restart sequence.<br />
|-<br />
|16 || Terminate mission (= win if WinningCondition=3 and possibly others).<br />
|-<br />
|17 || Pause sequence<br />
|-<br />
|18 || Resume sequence<br />
|}<br />
<br />
== Weapon Strings ==<br />
The weapon settings in a mission may be configured individually for each team through use of the '''Ammo_''' and '''Delay_''' prefixes, followed by a weapon string and settings. For example, '''Ammo_Batrope=-1''' would set a team's ninja rope supply to infinite, and '''Delay_Bazooka=2''' would apply a 2 turn bazooka delay.<br />
<br />
The following is a list of weapon strings. You always have an infinite supply of Skip go and Surrender, so supplying ammo is unnecessary. It is currently unknown if it is possible to add Aqua Sheep directly to the inventory (but they can be provided in weapon crates, which is the method used in the official missions) - it appears to be implemented with the AquaSheep string, but in rudimentary tests this has not worked.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!Hot Key !! Column #1 !! Column #2 !! Column #3 !! Column #4 !! Column #5<br />
|-<br />
| '''Util.''' || JetPack || LowGravity || FastWalk || LaserSight || Invisibility<br />
|-<br />
| '''F1''' || Bazooka || HomingMissile || Mortar || HomingPigeon || SheepLauncher<br />
|-<br />
| '''F2''' || Grenade || ClusterBomb || BananaBomb || Axe || Earthquake<br />
|-<br />
| '''F3''' || Shotgun || Handgun || Uzi || Minigun || Longbow<br />
|-<br />
| '''F4''' || FirePunch || DragonBall || Kamikaze || SuicideBomber || Prod<br />
|-<br />
| '''F5''' || Dynamite || Mine || Sheep || SuperSheep || MoleBomb<br />
|-<br />
| '''F6''' || AirStrike || NapalmStrike || PostalStrike || MineStrike || MoleSquadron<br />
|-<br />
| '''F7''' || BlowTorch || PneumaticDrill || Girder || BaseballBat || BridgeKit<br />
|-<br />
| '''F8''' || Batrope || Bungee || Parachute || Teleport || Scales<br />
|-<br />
| '''F9''' || SuperBananaBomb || HolyHandGrenade || FlameThrower || SallyArmy || MBBomb<br />
|-<br />
| '''F10''' || PetrolBomb || Skunk || MingVase || SheepStrike || CarpetBomb<br />
|-<br />
| '''F11''' || MadCow || OldWoman || Donkey || NuclearBomb || Armageddon<br />
|-<br />
| '''F12''' || || || SelectWorm || Freeze || MagicBullet<br />
|}<br />
<br />
You can also add the instant effect utilities to your inventory with the following weapon strings, which will correctly take effect for the opening turn only, regardless of how many ammo you give. The exception is Crate Spy, which will last for the entire mission, as expected.<br />
<br />
*Damagex2<br />
*CrateSpy<br />
*DoubleTime<br />
*CrateShower<br />
<br />
== Text_String_Index ==<br />
<br />
The transition messages you get during missions are hardcoded into the game and are referred to via a number. The following table summarises which numbers refer to which messages (in English).<br />
<br />
'''Notes:'''<br />
*There is a typo in-game for messages number 22 and 42, they contain a carriage return arrow at the end.<br />
*Strings 120 - 130 are the names of the CPU teams usable in missions.<br />
*There may be other non-empty strings beyond 130, but they are unlikely to be useful for the purpose of being used during a mission. <br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Message<br />
|-<br />
| 0 || Weapons drop!<br />
|-<br />
| 1 || Supplies imminent.<br />
|-<br />
| 2 || Secure the drop zones!<br />
|-<br />
| 3 || Delivery successful, over and out.<br />
|-<br />
| 4 || The iron eagle is on the way, over.<br />
|-<br />
| 5 || Package delivered, over and out.<br />
|-<br />
| 6 || That's it we're clean out, you're on your own!<br />
|-<br />
| 7 || The crates are your only hope...<br />
|-<br />
| 8 || Enemy air transport en route.<br />
|-<br />
| 9 || Enemy transport closing.<br />
|-<br />
| 10 || Almost here!<br />
|-<br />
| 11 || It's arrived, now get the crate and get the hell out!<br />
|-<br />
| 12 || No ammo? Try this for size!<br />
|-<br />
| 13 || Mind your head!<br />
|-<br />
| 14 || A first class delivery!<br />
|-<br />
| 15 || Weapons drop successful!<br />
|-<br />
| 16 || Don't let this equipment fall into the wrong hands...<br />
|-<br />
| 17 || Express Delivery!<br />
|-<br />
| 18 || Death by mail order.<br />
|-<br />
| 19 || A little bit of healing goes a long way...<br />
|-<br />
| 20 || Something to perk you up, sir.<br />
|-<br />
| 21 || A blessed relief.<br />
|-<br />
| 22 || Some timely assistance?&#8629;<br />
|-<br />
| 23 || Medical supplies dispatched.<br />
|-<br />
| 24 || Another helping hand.<br />
|-<br />
| 25 || A little assistance for you.<br />
|-<br />
| 26 || Every little bit helps.<br />
|-<br />
| 27 || A little light relief.<br />
|-<br />
| 28 || Anybody require medical assistance?<br />
|-<br />
| 29 || Is this your blood group?<br />
|-<br />
| 30 || Live damn you, Live!<br />
|-<br />
| 31 || Medic!<br />
|-<br />
| 32 || Nuke en-route.<br />
|-<br />
| 33 || Time is against us sir, we need to deal with this quickly!<br />
|-<br />
| 34 || Smoke'em out if you can...<br />
|-<br />
| 35 || Meteor strike imminent, dig in!<br />
|-<br />
| 36 || It's on its way, ETA 5 minutes!<br />
|-<br />
| 37 || Time is short, get a move on!<br />
|-<br />
| 38 || Tactical nuclear missile launch detected.<br />
|-<br />
| 39 || Warning! Strike imminent!<br />
|-<br />
| 40 || A tremor has been detected at the north end of the island!<br />
|-<br />
| 41 || Global warming! Watch the water level!<br />
|-<br />
| 42 || Try not to get wet!&#8629;<br />
|-<br />
| 43 || Hurry, don't let them dig in!<br />
|-<br />
| 44 || The General is escaping!<br />
|-<br />
| 45 || Radiation will be the death of you!<br />
|-<br />
| 46 || Reach for the skies!<br />
|-<br />
| 47 || Climb a mountain not a molehill.<br />
|-<br />
| 48 || Keep away from the edge, earthquake imminent!<br />
|-<br />
| 49 || Where's Noah when you need him?<br />
|-<br />
| 50 || It's time to build those shelters.<br />
|-<br />
| 51 || Hope you've got protection.<br />
|-<br />
| 52 || WARNING! Seismic activity, 7.2 on the Richter scale!<br />
|-<br />
| 53 || What happened to the five minute warning?<br />
|-<br />
| 54 || Global extermination!<br />
|-<br />
| 55 || WARNING! Destabilising fault-line...<br />
|-<br />
| 56 || Caution, tectonic movement!<br />
|-<br />
| 57 || The end of the world is nigh!<br />
|-<br />
| 58 || Judgement Day.<br />
|-<br />
| 59 || Enemy forces mobilising!<br />
|-<br />
| 60 || Strike imminent!<br />
|-<br />
| 61 || Next turn the enemy gets serious.<br />
|-<br />
| 62 || The enemy is armed to the teeth!<br />
|-<br />
| 63 || They've seen you, RUN!<br />
|-<br />
| 64 || Enemy weapons embargo has been lifted.<br />
|-<br />
| 65 || There may be trouble ahead...<br />
|-<br />
| 66 || This conflict is escalating.<br />
|-<br />
| 67 || Ride those thermals, trooper!<br />
|-<br />
| 68 || War is hell.<br />
|-<br />
| 69 || Better dig deep...<br />
|-<br />
| 70 || There IS honour in death.<br />
|-<br />
| 71 || Use the darkside!<br />
|-<br />
| 72 || Secure the area!<br />
|-<br />
| 73 || Dig down and dig deep.<br />
|-<br />
| 74 || That fruits just about ripe and for the picking.<br />
|-<br />
| 75 || Remember to get the crates to add armoury.<br />
|-<br />
| 76 || A utility would be useful...<br />
|-<br />
| 77 || You could do with some 1st aid.<br />
|-<br />
| 78 || You'll need to use the rope...<br />
|-<br />
| 79 || Think about using some girders as cover.<br />
|-<br />
| 80 || You need to draw fire.<br />
|-<br />
| 81 || Remember that you can drop items while on a rope!<br />
|-<br />
| 82 || Learn to use the repeat swing of the rope!<br />
|-<br />
| 83 || Learn all the jumping techniques.<br />
|-<br />
| 84 || A back jump gets you up even higher.<br />
|-<br />
| 85 || Make a note of the enemy units and their skills.<br />
|-<br />
| 86 || Act quickly, think sooner.<br />
|-<br />
| 87 || Skunks can reach places that other weapons cannot reach!<br />
|-<br />
| 88 || Guns can be strafed up and down when fired.<br />
|-<br />
| 89 || Crates can sometimes offer a solution to a mission.<br />
|-<br />
| 90 || Girders can still be placed even whilst swinging on your rope.<br />
|-<br />
| 91 || Need a leg up? Try an arrow or two...<br />
|-<br />
| 92 || A girder could be your last line of defence...<br />
|-<br />
| 93 || Animals and old women can go shopping you know...<br />
|-<br />
| 94 || Parachutes don't slow your fall but can be controlled...<br />
|-<br />
| 95 || A parachute! Ride those thermals, trooper!<br />
|-<br />
| 96 || Crates and explosions don't mix.<br />
|-<br />
| 97 || Air strikes are more effective from the correct direction!<br />
|-<br />
| 98 || Moles love to dig down and they tend to explode too.<br />
|-<br />
| 99 || A well-placed stick of dynamite will dislodge any stubborn Worm.<br />
|-<br />
| 100 || Wind can have an effect on fire, be careful not to stand downwind<br />
|-<br />
| 101 || Measure the wind and send a bazooka curling!<br />
|-<br />
| 102 || Extra Worms make great decoys.<br />
|-<br />
| 103 || Roll out the barrels, they can be deadly too...<br />
|-<br />
| 104 || This crate could be vital!<br />
|-<br />
| 105 || Girders can help grenades reach their targets...<br />
|-<br />
| 106 || Aqua Sheep by name, aquatic by nature.<br />
|-<br />
| 107 || Come on soldier, get a move on!<br />
|-<br />
| 108 || You'd better hurry, there's not much time left!<br />
|-<br />
| 109 || Quick! The water is rising!<br />
|-<br />
| 110 || Here's something to help this time.<br />
|-<br />
| 111 || If you're having trouble, use this.<br />
|-<br />
| 112 || We thought you would appreciate this!<br />
|-<br />
| 113 || Looks like you need help, rookie.<br />
|-<br />
| 114 || This will come in handy...<br />
|-<br />
| 115 || You need help...<br />
|-<br />
| 116 || Try this.<br />
|-<br />
| 117 || (empty string)<br />
|-<br />
| 118 || (empty string)<br />
|-<br />
| 119 || (empty string)<br />
|-<br />
| 120 || Cannon Fodder<br />
|-<br />
| 121 || Commandos<br />
|-<br />
| 122 || Elite<br />
|-<br />
| 123 || Enemy<br />
|-<br />
| 124 || Guardsmen<br />
|-<br />
| 125 || Gunners<br />
|-<br />
| 126 || Officers<br />
|-<br />
| 127 || Patrol<br />
|-<br />
| 128 || Platoon<br />
|-<br />
| 129 || Resistance<br />
|-<br />
| 130 || Special Forces<br />
|}<br />
<br />
== PlaceWeapon_Contents ==<br />
<br />
When placing a weapon or utility crate you need to refer to its contents by a number rather than a name. The following list indicates which number refers to which crate contents:<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Contents<br />
|-<br />
| 0 || None (This is a specially defined "empty" crate)<br />
|-<br />
| 1 || Bazooka<br />
|-<br />
| 2 || Homing Missile<br />
|-<br />
| 3 || Mortar<br />
|-<br />
| 4 || Homing Pigeon<br />
|-<br />
| 5 || Sheep Launcher<br />
|-<br />
| 6 || Grenade<br />
|-<br />
| 7 || Cluster Bomb<br />
|-<br />
| 8 || Banana Bomb<br />
|-<br />
| 9 || Mole Bomb<br />
|-<br />
| 10 || Shotgun<br />
|-<br />
| 11 || Handgun<br />
|-<br />
| 12 || Uzi<br />
|-<br />
| 13 || Minigun<br />
|-<br />
| 14 || Longbow<br />
|-<br />
| 15 || Fire Punch<br />
|-<br />
| 16 || Dragonball<br />
|-<br />
| 17 || Kamikaze<br />
|-<br />
| 18 || Prod<br />
|-<br />
| 19 || Battle Axe<br />
|-<br />
| 20 || Dynamite<br />
|-<br />
| 21 || Mine<br />
|-<br />
| 22 || Sheep<br />
|-<br />
| 23 || Super Sheep<br />
|-<br />
| 24 || Aqua Sheep<br />
|-<br />
| 25 || Earth Quake<br />
|-<br />
| 26 || Air Strike<br />
|-<br />
| 27 || Napalm Strike<br />
|-<br />
| 28 || Mail Strike<br />
|-<br />
| 29 || Mine Strike<br />
|-<br />
| 30 || Armageddon<br />
|-<br />
| 31 || Blow torch<br />
|-<br />
| 32 || Pneumatic Drill<br />
|-<br />
| 33 || Girder<br />
|-<br />
| 34 || Baseball Bat<br />
|-<br />
| 35 || Girder Starter-Pack<br />
|-<br />
| 36 || Ninja Rope<br />
|-<br />
| 37 || Bungee<br />
|-<br />
| 38 || Parachute<br />
|-<br />
| 39 || Teleport<br />
|-<br />
| 40 || Scales of Justice<br />
|-<br />
| 41 || Super Banana Bomb<br />
|-<br />
| 42 || Holy Hand-Grenade<br />
|-<br />
| 43 || Salvation Army<br />
|-<br />
| 44 || MB Bomb<br />
|-<br />
| 45 || Flamethrower<br />
|-<br />
| 46 || Petrol Bomb<br />
|-<br />
| 47 || Skunk<br />
|-<br />
| 48 || Priceless Ming Vase<br />
|-<br />
| 49 || French Sheep Strike<br />
|-<br />
| 50 || Mike's Carpet Bomb<br />
|-<br />
| 51 || Mad cow<br />
|-<br />
| 52 || Old woman<br />
|-<br />
| 53 || Mole Squadron<br />
|-<br />
| 54 || Concrete Donkey<br />
|-<br />
| 55 || Indian nuclear Test<br />
|-<br />
| 56 || Select worm<br />
|-<br />
| 57 || Freeze<br />
|-<br />
| 58 || Patsy's Magic Bullet<br />
|-<br />
| 59 || Fast Walk<br />
|-<br />
| 60 || Laser sight<br />
|-<br />
| 61 || Double Damage<br />
|-<br />
| 62 || Invisibility (Usable even in single player!)<br />
|-<br />
| 63 || Low Gravity<br />
|-<br />
| 64 || Crashes the game with a fatal error<br />
|-<br />
| 65 || Suicide Bomber<br />
|-<br />
| 66 || Jetpack<br />
|-<br />
| 67 || Double Turn Time<br />
|-<br />
| 68 || Crate Shower<br />
|-<br />
| 69 || Crashes the game with a fatal error<br />
|-<br />
| 70 || (null)<br />
|-<br />
| 71 || Crashes the game with a fatal error<br />
|-<br />
| 72 and beyond || (null)<br />
|}<br />
<br />
==See also==<br />
* [[WA Mission Customization Guide]]</div>Melonhttps://worms2d.info/?title=Worms_Armageddon_mission_file&diff=21788Worms Armageddon mission file2012-09-29T20:07:22Z<p>Melon: /* 5. The [Teams] Group */ Some effective out-of-bounds error checking by WA. Good job.</p>
<hr />
<div>{{ParentArticle|[[File formats]]}}<br />
<br />
The Worms Armageddon mission file is the file format used to store missions. It contains many typos and spelling errors; so any typos in this page are more likely to be mistakes in the actual format than typos in the documentation.<br />
<br />
Mission files in a disc installation of Worms Armageddon are located on the CD. Which map is used appears to be hard-coded (not usually the same one as the mission filename), as are names and descriptions. This makes making custom missions a bit of a pain. However, below is an almost-complete documentation on the file format. A few notes from Worms World Party are also mentioned due to its mission editor existing, but this documentation is NOT comprehensive for the WWP file format which has many additions and a few alterations (especially of unused or little-known options). In the future, WWP additions may be listed at the bottom of this page.<br />
<br />
== Mission Groups ==<br />
All mission settings are organized under main groups according to their type. These groups always appear in the same order in official missions. (it is uncertain if the ordering matters)<br />
<br />
Not all the of the groups are vital for the mission to work. The '''[CPUTeam''#'']''', '''[Event''####'']''', and '''[Sequence''####'']''' may have multiple instances in the file, and the group seems to be ignored if the number is zero so make sure it's positive. <br />
<br />
Typos and many other errors appear to be silently ignored, which isn't great for manual debugging, especially since the file format is filled with them in the first place.<br />
<br />
=== 1. The [Mission] Group ===<br />
This contains the overview of the mission itself. Not yet particularly well-documented on the whole.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || MissionNumber= || Corresponds to the 0-indexed mission number; probably unused in game (untested).<br />
|-<br />
| int || WinningCondition= || What you need to do in order to win the mission. 0: Kill all AI teams. 1: Destroy a vital crate or team. 2: Survive until mission ends. 3: Mission must be terminated (using event or sequence).<br />
|-<br />
| int || WinningWeapon= || Unknown, unused?<br />
|}<br />
<br />
=== 2. The [Description] Group ===<br />
This contains details about the description of the mission. Again, not at all well-documented.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || Name= || Index of the mission name, description, map file, and thumbnail. Position in the list of missions is hardcoded by filename it seems. For training missions, this is ONLY used for the map file; the rest of the data is hardcoded by filename.<br />
|-<br />
| int || Difficulty= || Not used. Apparently the difficulty rating for the mission?<br />
|}<br />
<br />
=== 3. The [Options] Group ===<br />
This contains the bulk of the scheme options for the mission. It's pretty comprehensive, containing many features not in the normal scheme format. Many of the values work differently to in the standard scheme format, so read the value descriptions carefully. Most of these are documented well but it is unknown what the upper and lower limits are for many of them; value ranges acceptable in the WWP mission editor are included where it is not obvious.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || FallDamage= || Sets the [[Fall Damage]].<br />
|-<br />
| bool || DisplayRoundTime= || Boolean. 1 to display the round time.<br />
|-<br />
| bool || EnableActionReplay= || Boolean. 1 to show action replays.<br />
|-<br />
| int || LandRetreatTime= || The retreat time in seconds for weapons fired from land.<br />
|-<br />
| int || RopeRetreatTime= || The retreat time in seconds for weapons fired from a rope.<br />
|-<br />
| int || RoundTime= || Round time. If the value is positive, it represents time in minutes; negative values represent time in seconds.<br />
|-<br />
| int || TurnTime= || Turn time. Appears to be formatted like the one in the scheme file, ie signed with negative representing infinite, as it won't let me enter a value greater than 126 in the WWP mission editor.<br />
|-<br />
| int || MineFuse= || Mine fuse in seconds, 4 is random. (-1 is random in WWP, maybe any value outside 1-3 works?)<br />
|-<br />
| int || ObjectType= || Always 0 in default mission files, as they place their objects manually. Probably as in scheme files, ie 0 for no objects, 1 for mines, 2 for barrels, 5 for both, but not tested. Objects would be placed in the same place every time due to random seed being set.<br />
|-<br />
| int || WeaponCrateDrops= || Weapon crate drop probability. Seems to work the same as in scheme files - see [[Crate probability]]<br />
|-<br />
| int || HealthCrateDrops= || Ditto, for health crates.<br />
|-<br />
| int || UtilityCrateDrops= || Ditto, for utility crates.<br />
|-<br />
| int || HealthCrateEnergy= || Set default value for energy obtained from health crates. Setting this to zero (or not including it) makes the default 15. <br />
|-<br />
| bool || EnableSecretWeapons= || 1 if super weapons are available from crates; 0 if not.<br />
|-<br />
| int || SuddenDeathWaterRise= || Water rise rate in pixels.<br />
|-<br />
| int || SuddenDeathWormDamage= || Worm damage in sudden death per turn. Positive values are absolute health values. -1 is all but one. Either 0 is "none", WWP mission editor seems to have a bug in this respect where it will set none to 1, more testing required.<br />
|-<br />
| int || SuddenDeathType= || 0 = end round. 1 = nuke. 2 and 3 = no nuke - water rise and worm damage honoured in both cases. More testing required.<br />
|-<br />
| int || PauseBetweenTurns= || Hotseat time in seconds.<br />
|-<br />
| int || GirderRadius= || Girder placement radius in pixels. 0 = infinite range.<br />
|-<br />
| bool || WormSelect= || 0 = worms in order, 1 = user worm select.<br />
|-<br />
| int || JetPackTimeLimit= || The amount of fuel in the jetpack. Do not include this parameter if you wish to use the default fuel (30). Setting this value to zero will give infinite fuel, the fuel counter starts at zero and goes up as you use it.<br />
|-<br />
| bool || WeaponsDontEndTurn= || 1 if weapons don't end your turn, 0 otherwise.<br />
|-<br />
| bool || PauseTimerWhileFiring= || 1 if timer is paused during firing, 0 otherwise.<br />
|-<br />
| bool || TurnEndFinishesGame= || 1 if ending your turn finishes the mission.<br />
|-<br />
| bool || LossOfControlDoesntEndTurn= || 1 if losing control doesn't cause the turn to end, 0 otherwise.<br />
|-<br />
| bool || Score= || 1 if score displayed ingame; 0 otherwise.<br />
|-<br />
| bool || Sheep= || Enables the "All crates contain sheep" cheat. When exploded, crates will throw out a sheep regardless of the crate contents.<br />
|}<br />
<br />
=== 4. The [Enviroment] Group ===<br />
This contains information about the environment of the landscape. Once again, reasonably documented, but value limits are not known.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| string || LandFile= || Seems to always be data\land.dat<br />
|-<br />
| int || Wind= || Maximum wind out of 100. If -1, fixed wind is enabled.<br />
|-<br />
| int || FixedWind= || If Wind = -1, this is a value between -100 and 100 representing the fixed wind, with -100 being full left and 100 being full right.<br />
|-<br />
| int || Friction= || The opposite of friction. Default is 96. WWP mission editor values: ice = 99, mud = 98, stone = 96, rubber = 50, glue = 1. Maybe above 100 is anti-friction?<br />
|-<br />
| bool || IndestructableBorder= || [sic]. 1 if indestructible border around whole level, 0 if not.<br />
|-<br />
| bool || IndestructableLandscape= || [sic]. 1 if indestructible landscape, 0 if not.<br />
|-<br />
| int || LogicRandomSeed= || The starting random seed. 12345 is used for most WA missions; 0 for WWP custom missions. Doesn't really matter.<br />
|-<br />
| bool || AlliedGroupToGoFirst= || Which allied group is first to have a turn.<br />
|-<br />
| int || Sound= || Track number on disc of ambient audio track to play during mission. Values out of range (of 1-11) appear to choose random BGM.<br />
|-<br />
|}<br />
<br />
=== 5. The [Teams] Group ===<br />
Very small group describing the number of teams in the mission.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamsInMission= || Simply, the number of teams in the mission. The game does appear to use this; one mission has a fifth team defined that isn't used due to this being 4; and if this is set too high, the game spawns 1-worm CPU teams in "random" places on the map. Trying to set this value higher than 6 will cause WA to produce an error message when trying to load the mission that the number of teams is too high, then run the mission with only 6 teams. Values less than 1 will cause the mission to load with 1 team.<br />
|-<br />
|}<br />
<br />
=== 6. The [HumanTeam] Group ===<br />
The group describing the human team.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. -1 is infinite.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. 0 or not present for no delay.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. -1 for "very high health that can't be displayed properly" (quote from WWP mission editor).<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || 1 if placed as per the options below, 0 if "randomly" placed (obviously based on the same seed each game so not random at all).<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm. <br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm.<br />
|-<br />
| bool || Worm''#''_Vital= || 1 for vital worm; 0 for not. Appears to have no effect for the human team, but some missions have it anyway. That's probably the source of the "killing your worm as well wins the mission" bug in some versions of mission 14 - this option was expected to work when it didn't.<br />
|}<br />
<br />
=== 7. The [CPUTeam''#''] Group ===<br />
Any number of groups describing CPU teams. Presumably limited to five of these.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamNameNumber= || The index of the team name. TODO: List these.<br />
|-<br />
| int || TeamSkill= || CPU skill. WWP mission editor has this from 50 to 185 in steps of 15, but in the default WA missions it appears to be different with very few having even 100. Investigation required.<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team.<br />
|-<br />
| int || SoundBank= || Soundbank ID of the team. Usually seems to be 1. Might not be used.<br />
|-<br />
| int || Flag= || Flag ID of the team. Usually seems to be 1. Probably not used, as all CPU teams seem to have flag 1 regardless of skill.<br />
|-<br />
| int || GraveStone= || Grave ID of the team. Usually seems to be 1.<br />
|-<br />
| int || AlliedGroup= || Allied group of the team. 0 is red, 1 is blue, etc. Use the values 0-5 for each of the 6 team colours. Setting a CPU team's group to 0 will result in a computer team allied to you, which follows the usual rules of alliances in matches (NOTE: You will gain access to any weapons granted to this team as you will both share an inventory). If a CPU team is allied with you, the mission will still immediately fail if the player team is wiped out. Setting the value to 6 or 7 will result in the mission immediately aborting as a failure. Setting the value to 8 will result in a team that is allied with you but with a white team colour bar, and will act ''against'' you while sharing your weapon inventory and using up your weapons. You cannot set weapons independently for this team and any set in the mission file will be ignored. For some reason, starting a match with a team of alliance 8 present will set your game volume to 0. Note that values above 5 will result in some sprites being selected incorrectly, specifically the ones that change depending on your team colour (e.g. the team 8 alliance team will use a green cross for their targeting reticule). Setting this value to anything else will cause horrible sprite issues, inactive teams using large fonts for their name text, and all other manner of Lovecraftian horror.<br />
|-<br />
| bool || MissionVital= || Set to 1 if team is vital to a mission. This will produce a team of hat-wearing "VIP" worms that cannot act and will cause the immediate surrender of any allied teams when all of the worms in the team die. This includes making the player team surrender resulting in a mission failure if a VIP team is allied with them. Note that VIP worms will always wear a red hat, regardless of the colour team they are allied with.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. -1 is infinite.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. 0 or not present for no delay.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. -1 for "very high health that can't be displayed properly" (quote from WWP mission editor).<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || Unlike the human team, this option is ignored for CPU teams and is always set to 1. This is due to a bug fix in the [[Worms_Armageddon_ReadMe_(English)/v3.6.26.4_Beta_Update|v3.6.26.4_Beta_Update]] for mission #26 "Mad Cows". If you want to "randomly" place CPU team worms, don't provide any X and Y co-ordinates.<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm.<br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm.<br />
|-<br />
| int || Worm''#''_NameNumber= || The index of the worm name. TODO: List these.<br />
|-<br />
| int || Worm''#''_FixedWeapon= || The weapon ID of the fixed weapon. 0 for normal free CPU choice.<br />
|-<br />
| int || Worm''#''_ActionRadius= || The distance away from itself the CPU takes into account. 0 = no range limitation?<br />
|-<br />
| bool || Worm''#''_Vital= || 1 if the worm is vital to the mission, 0 otherwise. If a vital worm is killed, all allied teams surrender. Might not work with allies to the human team.<br />
|-<br />
|}<br />
<br />
=== 8. The [Events] Group ===<br />
Definitely not required, this group.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TotalNumberOfEvents= || Supposed to be the total number of events, but actually wrong in some of the few missions it even appears in. This value is ignored anyway.<br />
|-<br />
|}<br />
<br />
=== 9. The [Event''####''] Group ===<br />
Events happen independently of each other after a certain number of turns. If more than one event exists for a given turn, they are executed in numerical order. Note that possibly due to a bug or possibly by design, events must appear in the order in which they occur - so if a turn 0 event appears after a turn 1 event, the turn 0 event will not be executed.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TypeOfEvent= || See [[#Event Types|Event Types]]<br />
|-<br />
| int || Turn= || Will cause this event to activate before the nth turn (starting from turn 0 being the first).<br />
|-<br />
| int || Retries= || Causes the event to activate if the number of attempts is equal to or higher than this number. Allows additional events to occur in silver and bronze medal missions (bronze = 1, silver = 4).<br />
|-<br />
| int || [[#Text_String_Index|Text_String_Index]]= || The string index to use for event type 10.<br />
|-<br />
| bool || EventEnd= || Used as a final dummy event to signify the end of the list of events. Not sure if the game likes this being absent or not.<br />
|-<br />
| int || PlaceWeapon_Bonus_Points= || The number of points you get for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_TurnExtension= || The extension to your turn time for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_RoundExtention= || The extension to round time for collecting the weapon crate. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| int || PlaceWeapon_XPosition= || X position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_YPosition= || Y position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_OnGround= || 1 if the weapon crate spawns on the ground beneath the coords (much faster, please do this) or 0 if it falls from the coords.<br />
|-<br />
| int || [[#PlaceWeapon_Contents|PlaceWeapon_Contents]]= || The weapon ID that is in the crate.<br />
|-<br />
| bool || PlaceWeapon_Marked= || 1 if the weapon crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceWeapon_Vital= || 1 if the weapon crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceWeapon_Ammo= || The ammunition of the weapon in the crate, -1 for infinite.<br />
|-<br />
| int || PlaceHealth_Bonus_Points= || The number of points you get for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_TurnExtention= || The extension to your turn time for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_RoundExtention= || The extension to round time for collecting the health crate. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| int || PlaceHealth_XPosition= || X position of health crate.<br />
|-<br />
| int || PlaceHealth_YPosition= || Y position of health crate.<br />
|-<br />
| int || PlaceHealth_OnGround= || 1 if the health crate spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceHealth_Health= || Amount of health in the crate. Uses the mission default if not present. Note that setting this to zero will not use the default, but make the health crate restore 0 health.<br />
|-<br />
| bool || PlaceHealth_Marked= || 1 if the health crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceHealth_Vital= || 1 if the health crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceTarget_XPosition= || X position of target.<br />
|-<br />
| int || PlaceTarget_YPosition= || Y position of target.<br />
|-<br />
| int || PlaceTarget_OnGround= || 1 if the target spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceTarget_TargetType= || 0 for normal, 1 for old woman. In WWP, 2 is invisible, not sure if this is the case in WA.<br />
|-<br />
| int || PlaceTarget_FallSpeed= || Fall speed for the target.<br />
|-<br />
| int || PlaceTarget_Bonus_Points= || The number of points you get for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_TurnExtention= || The extension to your turn time for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_RoundExtention= || The extension to round time for destroying the target. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| bool || PlaceTarget_Marked= || 1 if the target is marked - ie, important for sequences.<br />
|-<br />
| int || PlaceMine_XPosition= || X position of mine.<br />
|-<br />
| int || PlaceMine_YPosition= || Y position of mine.<br />
|-<br />
| int || PlaceMine_OnGround= || 1 if the mine spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceDrum_XPosition= || X position of drum.<br />
|-<br />
| int || PlaceDrum_YPosition= || Y position of drum.<br />
|-<br />
| int || PlaceDrum_OnGround= || 1 if the drum spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || SetEventTurn_TurnNumber= || (Turn number to skip to + 1) for event 12.<br />
|}<br />
<br />
=== 10. The [Sequence''####''] Group ===<br />
Sequence groups are always executed in numerical order from the start of the mission, but sequences in a given turn are always executed after events (in case the first event is "pause executing sequence"). Some event IDs cause the sequence to pause execution until some condition is fulfilled. Note that it is only possible to have one sequence running at a time, unlike WWP where you can have at least two.<br />
<br />
All options are mostly identical to ones in Event groups; the only difference is the way in which they are executed. Despite the Turn= parameter appearing in official missions, it does not work for sequences. To get a sequence to start after a certain turn, you will need to use a Pause Sequence Event and then a Resume Sequence event on the turn you want it to start.<br />
<br />
== Event types ==<br />
Here are the possible values and their functions for the TypeOfEvent settings in events and sequences. Do bear in mind that some of them are only particularly useful in one or the other, but the types appear to be consistent between them which is nice.<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Function<br />
|-<br />
|1 || Place weapon crate.<br />
|-<br />
|2 || Place health crate.<br />
|-<br />
|3 || Place target.<br />
|-<br />
|4 || Trigger nuke.<br />
|-<br />
|5 || Trigger Earthquake.<br />
|-<br />
|6 || Trigger Armageddon.<br />
|-<br />
|7 || Trigger sudden death.<br />
|-<br />
|8 || Wait until no more "marked" crates (for sequences).<br />
|-<br />
|9 || Wait until no more "marked" targets (for sequences).<br />
|-<br />
|10 || Display Morse code message.<br />
|-<br />
|11 || This has an unknown effect in WA. One mission tries to use it to display text but it doesn't appear to work. Requisitioned in WWP as "pause for (n) 10ths of a second" (this isn't implemented in WA), so if it does do something in WA, it's probably unimportant.<br />
|-<br />
|12 || Set Next Turn Number. Not used in any missions, and works a little glitchily - it actually sets the turn number to one less than the value supplied. Also note that because the turn number changes instantly, remaining events for the current turn will no longer execute and instead the game will start executing events for the turn number that it changes to.<br />
|-<br />
|13 || Place mine.<br />
|-<br />
|14 || Place oil barrel.<br />
|-<br />
|15 || Restart sequence.<br />
|-<br />
|16 || Terminate mission (= win if WinningCondition=3 and possibly others).<br />
|-<br />
|17 || Pause sequence<br />
|-<br />
|18 || Resume sequence<br />
|}<br />
<br />
== Weapon Strings ==<br />
The weapon settings in a mission may be configured individually for each team through use of the '''Ammo_''' and '''Delay_''' prefixes, followed by a weapon string and settings. For example, '''Ammo_Batrope=-1''' would set a team's ninja rope supply to infinite, and '''Delay_Bazooka=2''' would apply a 2 turn bazooka delay.<br />
<br />
The following is a list of weapon strings. You always have an infinite supply of Skip go and Surrender, so supplying ammo is unnecessary. It is currently unknown if it is possible to add Aqua Sheep directly to the inventory (but they can be provided in weapon crates, which is the method used in the official missions) - it appears to be implemented with the AquaSheep string, but in rudimentary tests this has not worked.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!Hot Key !! Column #1 !! Column #2 !! Column #3 !! Column #4 !! Column #5<br />
|-<br />
| '''Util.''' || JetPack || LowGravity || FastWalk || LaserSight || Invisibility<br />
|-<br />
| '''F1''' || Bazooka || HomingMissile || Mortar || HomingPigeon || SheepLauncher<br />
|-<br />
| '''F2''' || Grenade || ClusterBomb || BananaBomb || Axe || Earthquake<br />
|-<br />
| '''F3''' || Shotgun || Handgun || Uzi || Minigun || Longbow<br />
|-<br />
| '''F4''' || FirePunch || DragonBall || Kamikaze || SuicideBomber || Prod<br />
|-<br />
| '''F5''' || Dynamite || Mine || Sheep || SuperSheep || MoleBomb<br />
|-<br />
| '''F6''' || AirStrike || NapalmStrike || PostalStrike || MineStrike || MoleSquadron<br />
|-<br />
| '''F7''' || BlowTorch || PneumaticDrill || Girder || BaseballBat || BridgeKit<br />
|-<br />
| '''F8''' || Batrope || Bungee || Parachute || Teleport || Scales<br />
|-<br />
| '''F9''' || SuperBananaBomb || HolyHandGrenade || FlameThrower || SallyArmy || MBBomb<br />
|-<br />
| '''F10''' || PetrolBomb || Skunk || MingVase || SheepStrike || CarpetBomb<br />
|-<br />
| '''F11''' || MadCow || OldWoman || Donkey || NuclearBomb || Armageddon<br />
|-<br />
| '''F12''' || || || SelectWorm || Freeze || MagicBullet<br />
|}<br />
<br />
You can also add the instant effect utilities to your inventory with the following weapon strings, which will correctly take effect for the opening turn only, regardless of how many ammo you give. The exception is Crate Spy, which will last for the entire mission, as expected.<br />
<br />
*Damagex2<br />
*CrateSpy<br />
*DoubleTime<br />
*CrateShower<br />
<br />
== Text_String_Index ==<br />
<br />
The transition messages you get during missions are hardcoded into the game and are referred to via a number. The following table summarises which numbers refer to which messages (in English).<br />
<br />
'''Notes:'''<br />
*There is a typo in-game for messages number 22 and 42, they contain a carriage return arrow at the end.<br />
*Strings 120 - 130 are the names of the CPU teams usable in missions.<br />
*There may be other non-empty strings beyond 130, but they are unlikely to be useful for the purpose of being used during a mission. <br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Message<br />
|-<br />
| 0 || Weapons drop!<br />
|-<br />
| 1 || Supplies imminent.<br />
|-<br />
| 2 || Secure the drop zones!<br />
|-<br />
| 3 || Delivery successful, over and out.<br />
|-<br />
| 4 || The iron eagle is on the way, over.<br />
|-<br />
| 5 || Package delivered, over and out.<br />
|-<br />
| 6 || That's it we're clean out, you're on your own!<br />
|-<br />
| 7 || The crates are your only hope...<br />
|-<br />
| 8 || Enemy air transport en route.<br />
|-<br />
| 9 || Enemy transport closing.<br />
|-<br />
| 10 || Almost here!<br />
|-<br />
| 11 || It's arrived, now get the crate and get the hell out!<br />
|-<br />
| 12 || No ammo? Try this for size!<br />
|-<br />
| 13 || Mind your head!<br />
|-<br />
| 14 || A first class delivery!<br />
|-<br />
| 15 || Weapons drop successful!<br />
|-<br />
| 16 || Don't let this equipment fall into the wrong hands...<br />
|-<br />
| 17 || Express Delivery!<br />
|-<br />
| 18 || Death by mail order.<br />
|-<br />
| 19 || A little bit of healing goes a long way...<br />
|-<br />
| 20 || Something to perk you up, sir.<br />
|-<br />
| 21 || A blessed relief.<br />
|-<br />
| 22 || Some timely assistance?&#8629;<br />
|-<br />
| 23 || Medical supplies dispatched.<br />
|-<br />
| 24 || Another helping hand.<br />
|-<br />
| 25 || A little assistance for you.<br />
|-<br />
| 26 || Every little bit helps.<br />
|-<br />
| 27 || A little light relief.<br />
|-<br />
| 28 || Anybody require medical assistance?<br />
|-<br />
| 29 || Is this your blood group?<br />
|-<br />
| 30 || Live damn you, Live!<br />
|-<br />
| 31 || Medic!<br />
|-<br />
| 32 || Nuke en-route.<br />
|-<br />
| 33 || Time is against us sir, we need to deal with this quickly!<br />
|-<br />
| 34 || Smoke'em out if you can...<br />
|-<br />
| 35 || Meteor strike imminent, dig in!<br />
|-<br />
| 36 || It's on its way, ETA 5 minutes!<br />
|-<br />
| 37 || Time is short, get a move on!<br />
|-<br />
| 38 || Tactical nuclear missile launch detected.<br />
|-<br />
| 39 || Warning! Strike imminent!<br />
|-<br />
| 40 || A tremor has been detected at the north end of the island!<br />
|-<br />
| 41 || Global warming! Watch the water level!<br />
|-<br />
| 42 || Try not to get wet!&#8629;<br />
|-<br />
| 43 || Hurry, don't let them dig in!<br />
|-<br />
| 44 || The General is escaping!<br />
|-<br />
| 45 || Radiation will be the death of you!<br />
|-<br />
| 46 || Reach for the skies!<br />
|-<br />
| 47 || Climb a mountain not a molehill.<br />
|-<br />
| 48 || Keep away from the edge, earthquake imminent!<br />
|-<br />
| 49 || Where's Noah when you need him?<br />
|-<br />
| 50 || It's time to build those shelters.<br />
|-<br />
| 51 || Hope you've got protection.<br />
|-<br />
| 52 || WARNING! Seismic activity, 7.2 on the Richter scale!<br />
|-<br />
| 53 || What happened to the five minute warning?<br />
|-<br />
| 54 || Global extermination!<br />
|-<br />
| 55 || WARNING! Destabilising fault-line...<br />
|-<br />
| 56 || Caution, tectonic movement!<br />
|-<br />
| 57 || The end of the world is nigh!<br />
|-<br />
| 58 || Judgement Day.<br />
|-<br />
| 59 || Enemy forces mobilising!<br />
|-<br />
| 60 || Strike imminent!<br />
|-<br />
| 61 || Next turn the enemy gets serious.<br />
|-<br />
| 62 || The enemy is armed to the teeth!<br />
|-<br />
| 63 || They've seen you, RUN!<br />
|-<br />
| 64 || Enemy weapons embargo has been lifted.<br />
|-<br />
| 65 || There may be trouble ahead...<br />
|-<br />
| 66 || This conflict is escalating.<br />
|-<br />
| 67 || Ride those thermals, trooper!<br />
|-<br />
| 68 || War is hell.<br />
|-<br />
| 69 || Better dig deep...<br />
|-<br />
| 70 || There IS honour in death.<br />
|-<br />
| 71 || Use the darkside!<br />
|-<br />
| 72 || Secure the area!<br />
|-<br />
| 73 || Dig down and dig deep.<br />
|-<br />
| 74 || That fruits just about ripe and for the picking.<br />
|-<br />
| 75 || Remember to get the crates to add armoury.<br />
|-<br />
| 76 || A utility would be useful...<br />
|-<br />
| 77 || You could do with some 1st aid.<br />
|-<br />
| 78 || You'll need to use the rope...<br />
|-<br />
| 79 || Think about using some girders as cover.<br />
|-<br />
| 80 || You need to draw fire.<br />
|-<br />
| 81 || Remember that you can drop items while on a rope!<br />
|-<br />
| 82 || Learn to use the repeat swing of the rope!<br />
|-<br />
| 83 || Learn all the jumping techniques.<br />
|-<br />
| 84 || A back jump gets you up even higher.<br />
|-<br />
| 85 || Make a note of the enemy units and their skills.<br />
|-<br />
| 86 || Act quickly, think sooner.<br />
|-<br />
| 87 || Skunks can reach places that other weapons cannot reach!<br />
|-<br />
| 88 || Guns can be strafed up and down when fired.<br />
|-<br />
| 89 || Crates can sometimes offer a solution to a mission.<br />
|-<br />
| 90 || Girders can still be placed even whilst swinging on your rope.<br />
|-<br />
| 91 || Need a leg up? Try an arrow or two...<br />
|-<br />
| 92 || A girder could be your last line of defence...<br />
|-<br />
| 93 || Animals and old women can go shopping you know...<br />
|-<br />
| 94 || Parachutes don't slow your fall but can be controlled...<br />
|-<br />
| 95 || A parachute! Ride those thermals, trooper!<br />
|-<br />
| 96 || Crates and explosions don't mix.<br />
|-<br />
| 97 || Air strikes are more effective from the correct direction!<br />
|-<br />
| 98 || Moles love to dig down and they tend to explode too.<br />
|-<br />
| 99 || A well-placed stick of dynamite will dislodge any stubborn Worm.<br />
|-<br />
| 100 || Wind can have an effect on fire, be careful not to stand downwind<br />
|-<br />
| 101 || Measure the wind and send a bazooka curling!<br />
|-<br />
| 102 || Extra Worms make great decoys.<br />
|-<br />
| 103 || Roll out the barrels, they can be deadly too...<br />
|-<br />
| 104 || This crate could be vital!<br />
|-<br />
| 105 || Girders can help grenades reach their targets...<br />
|-<br />
| 106 || Aqua Sheep by name, aquatic by nature.<br />
|-<br />
| 107 || Come on soldier, get a move on!<br />
|-<br />
| 108 || You'd better hurry, there's not much time left!<br />
|-<br />
| 109 || Quick! The water is rising!<br />
|-<br />
| 110 || Here's something to help this time.<br />
|-<br />
| 111 || If you're having trouble, use this.<br />
|-<br />
| 112 || We thought you would appreciate this!<br />
|-<br />
| 113 || Looks like you need help, rookie.<br />
|-<br />
| 114 || This will come in handy...<br />
|-<br />
| 115 || You need help...<br />
|-<br />
| 116 || Try this.<br />
|-<br />
| 117 || (empty string)<br />
|-<br />
| 118 || (empty string)<br />
|-<br />
| 119 || (empty string)<br />
|-<br />
| 120 || Cannon Fodder<br />
|-<br />
| 121 || Commandos<br />
|-<br />
| 122 || Elite<br />
|-<br />
| 123 || Enemy<br />
|-<br />
| 124 || Guardsmen<br />
|-<br />
| 125 || Gunners<br />
|-<br />
| 126 || Officers<br />
|-<br />
| 127 || Patrol<br />
|-<br />
| 128 || Platoon<br />
|-<br />
| 129 || Resistance<br />
|-<br />
| 130 || Special Forces<br />
|}<br />
<br />
== PlaceWeapon_Contents ==<br />
<br />
When placing a weapon or utility crate you need to refer to its contents by a number rather than a name. The following list indicates which number refers to which crate contents:<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Contents<br />
|-<br />
| 0 || None (This is a specially defined "empty" crate)<br />
|-<br />
| 1 || Bazooka<br />
|-<br />
| 2 || Homing Missile<br />
|-<br />
| 3 || Mortar<br />
|-<br />
| 4 || Homing Pigeon<br />
|-<br />
| 5 || Sheep Launcher<br />
|-<br />
| 6 || Grenade<br />
|-<br />
| 7 || Cluster Bomb<br />
|-<br />
| 8 || Banana Bomb<br />
|-<br />
| 9 || Mole Bomb<br />
|-<br />
| 10 || Shotgun<br />
|-<br />
| 11 || Handgun<br />
|-<br />
| 12 || Uzi<br />
|-<br />
| 13 || Minigun<br />
|-<br />
| 14 || Longbow<br />
|-<br />
| 15 || Fire Punch<br />
|-<br />
| 16 || Dragonball<br />
|-<br />
| 17 || Kamikaze<br />
|-<br />
| 18 || Prod<br />
|-<br />
| 19 || Battle Axe<br />
|-<br />
| 20 || Dynamite<br />
|-<br />
| 21 || Mine<br />
|-<br />
| 22 || Sheep<br />
|-<br />
| 23 || Super Sheep<br />
|-<br />
| 24 || Aqua Sheep<br />
|-<br />
| 25 || Earth Quake<br />
|-<br />
| 26 || Air Strike<br />
|-<br />
| 27 || Napalm Strike<br />
|-<br />
| 28 || Mail Strike<br />
|-<br />
| 29 || Mine Strike<br />
|-<br />
| 30 || Armageddon<br />
|-<br />
| 31 || Blow torch<br />
|-<br />
| 32 || Pneumatic Drill<br />
|-<br />
| 33 || Girder<br />
|-<br />
| 34 || Baseball Bat<br />
|-<br />
| 35 || Girder Starter-Pack<br />
|-<br />
| 36 || Ninja Rope<br />
|-<br />
| 37 || Bungee<br />
|-<br />
| 38 || Parachute<br />
|-<br />
| 39 || Teleport<br />
|-<br />
| 40 || Scales of Justice<br />
|-<br />
| 41 || Super Banana Bomb<br />
|-<br />
| 42 || Holy Hand-Grenade<br />
|-<br />
| 43 || Salvation Army<br />
|-<br />
| 44 || MB Bomb<br />
|-<br />
| 45 || Flamethrower<br />
|-<br />
| 46 || Petrol Bomb<br />
|-<br />
| 47 || Skunk<br />
|-<br />
| 48 || Priceless Ming Vase<br />
|-<br />
| 49 || French Sheep Strike<br />
|-<br />
| 50 || Mike's Carpet Bomb<br />
|-<br />
| 51 || Mad cow<br />
|-<br />
| 52 || Old woman<br />
|-<br />
| 53 || Mole Squadron<br />
|-<br />
| 54 || Concrete Donkey<br />
|-<br />
| 55 || Indian nuclear Test<br />
|-<br />
| 56 || Select worm<br />
|-<br />
| 57 || Freeze<br />
|-<br />
| 58 || Patsy's Magic Bullet<br />
|-<br />
| 59 || Fast Walk<br />
|-<br />
| 60 || Laser sight<br />
|-<br />
| 61 || Double Damage<br />
|-<br />
| 62 || Invisibility (Usable even in single player!)<br />
|-<br />
| 63 || Low Gravity<br />
|-<br />
| 64 || Crashes the game with a fatal error<br />
|-<br />
| 65 || Suicide Bomber<br />
|-<br />
| 66 || Jetpack<br />
|-<br />
| 67 || Double Turn Time<br />
|-<br />
| 68 || Crate Shower<br />
|-<br />
| 69 || Crashes the game with a fatal error<br />
|-<br />
| 70 || (null)<br />
|-<br />
| 71 || Crashes the game with a fatal error<br />
|-<br />
| 72 and beyond || (null)<br />
|}<br />
<br />
==See also==<br />
* [[WA Mission Customization Guide]]</div>Melonhttps://worms2d.info/?title=Worms_Armageddon_mission_file&diff=21787Worms Armageddon mission file2012-09-29T19:09:43Z<p>Melon: /* 7. The [CPUTeam#] Group */ I have unleashed the foulest of horrors from the deepest of depths by messing with AlliedGroup.</p>
<hr />
<div>{{ParentArticle|[[File formats]]}}<br />
<br />
The Worms Armageddon mission file is the file format used to store missions. It contains many typos and spelling errors; so any typos in this page are more likely to be mistakes in the actual format than typos in the documentation.<br />
<br />
Mission files in a disc installation of Worms Armageddon are located on the CD. Which map is used appears to be hard-coded (not usually the same one as the mission filename), as are names and descriptions. This makes making custom missions a bit of a pain. However, below is an almost-complete documentation on the file format. A few notes from Worms World Party are also mentioned due to its mission editor existing, but this documentation is NOT comprehensive for the WWP file format which has many additions and a few alterations (especially of unused or little-known options). In the future, WWP additions may be listed at the bottom of this page.<br />
<br />
== Mission Groups ==<br />
All mission settings are organized under main groups according to their type. These groups always appear in the same order in official missions. (it is uncertain if the ordering matters)<br />
<br />
Not all the of the groups are vital for the mission to work. The '''[CPUTeam''#'']''', '''[Event''####'']''', and '''[Sequence''####'']''' may have multiple instances in the file, and the group seems to be ignored if the number is zero so make sure it's positive. <br />
<br />
Typos and many other errors appear to be silently ignored, which isn't great for manual debugging, especially since the file format is filled with them in the first place.<br />
<br />
=== 1. The [Mission] Group ===<br />
This contains the overview of the mission itself. Not yet particularly well-documented on the whole.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || MissionNumber= || Corresponds to the 0-indexed mission number; probably unused in game (untested).<br />
|-<br />
| int || WinningCondition= || What you need to do in order to win the mission. 0: Kill all AI teams. 1: Destroy a vital crate or team. 2: Survive until mission ends. 3: Mission must be terminated (using event or sequence).<br />
|-<br />
| int || WinningWeapon= || Unknown, unused?<br />
|}<br />
<br />
=== 2. The [Description] Group ===<br />
This contains details about the description of the mission. Again, not at all well-documented.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || Name= || Index of the mission name, description, map file, and thumbnail. Position in the list of missions is hardcoded by filename it seems. For training missions, this is ONLY used for the map file; the rest of the data is hardcoded by filename.<br />
|-<br />
| int || Difficulty= || Not used. Apparently the difficulty rating for the mission?<br />
|}<br />
<br />
=== 3. The [Options] Group ===<br />
This contains the bulk of the scheme options for the mission. It's pretty comprehensive, containing many features not in the normal scheme format. Many of the values work differently to in the standard scheme format, so read the value descriptions carefully. Most of these are documented well but it is unknown what the upper and lower limits are for many of them; value ranges acceptable in the WWP mission editor are included where it is not obvious.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || FallDamage= || Sets the [[Fall Damage]].<br />
|-<br />
| bool || DisplayRoundTime= || Boolean. 1 to display the round time.<br />
|-<br />
| bool || EnableActionReplay= || Boolean. 1 to show action replays.<br />
|-<br />
| int || LandRetreatTime= || The retreat time in seconds for weapons fired from land.<br />
|-<br />
| int || RopeRetreatTime= || The retreat time in seconds for weapons fired from a rope.<br />
|-<br />
| int || RoundTime= || Round time. If the value is positive, it represents time in minutes; negative values represent time in seconds.<br />
|-<br />
| int || TurnTime= || Turn time. Appears to be formatted like the one in the scheme file, ie signed with negative representing infinite, as it won't let me enter a value greater than 126 in the WWP mission editor.<br />
|-<br />
| int || MineFuse= || Mine fuse in seconds, 4 is random. (-1 is random in WWP, maybe any value outside 1-3 works?)<br />
|-<br />
| int || ObjectType= || Always 0 in default mission files, as they place their objects manually. Probably as in scheme files, ie 0 for no objects, 1 for mines, 2 for barrels, 5 for both, but not tested. Objects would be placed in the same place every time due to random seed being set.<br />
|-<br />
| int || WeaponCrateDrops= || Weapon crate drop probability. Seems to work the same as in scheme files - see [[Crate probability]]<br />
|-<br />
| int || HealthCrateDrops= || Ditto, for health crates.<br />
|-<br />
| int || UtilityCrateDrops= || Ditto, for utility crates.<br />
|-<br />
| int || HealthCrateEnergy= || Set default value for energy obtained from health crates. Setting this to zero (or not including it) makes the default 15. <br />
|-<br />
| bool || EnableSecretWeapons= || 1 if super weapons are available from crates; 0 if not.<br />
|-<br />
| int || SuddenDeathWaterRise= || Water rise rate in pixels.<br />
|-<br />
| int || SuddenDeathWormDamage= || Worm damage in sudden death per turn. Positive values are absolute health values. -1 is all but one. Either 0 is "none", WWP mission editor seems to have a bug in this respect where it will set none to 1, more testing required.<br />
|-<br />
| int || SuddenDeathType= || 0 = end round. 1 = nuke. 2 and 3 = no nuke - water rise and worm damage honoured in both cases. More testing required.<br />
|-<br />
| int || PauseBetweenTurns= || Hotseat time in seconds.<br />
|-<br />
| int || GirderRadius= || Girder placement radius in pixels. 0 = infinite range.<br />
|-<br />
| bool || WormSelect= || 0 = worms in order, 1 = user worm select.<br />
|-<br />
| int || JetPackTimeLimit= || The amount of fuel in the jetpack. Do not include this parameter if you wish to use the default fuel (30). Setting this value to zero will give infinite fuel, the fuel counter starts at zero and goes up as you use it.<br />
|-<br />
| bool || WeaponsDontEndTurn= || 1 if weapons don't end your turn, 0 otherwise.<br />
|-<br />
| bool || PauseTimerWhileFiring= || 1 if timer is paused during firing, 0 otherwise.<br />
|-<br />
| bool || TurnEndFinishesGame= || 1 if ending your turn finishes the mission.<br />
|-<br />
| bool || LossOfControlDoesntEndTurn= || 1 if losing control doesn't cause the turn to end, 0 otherwise.<br />
|-<br />
| bool || Score= || 1 if score displayed ingame; 0 otherwise.<br />
|-<br />
| bool || Sheep= || Enables the "All crates contain sheep" cheat. When exploded, crates will throw out a sheep regardless of the crate contents.<br />
|}<br />
<br />
=== 4. The [Enviroment] Group ===<br />
This contains information about the environment of the landscape. Once again, reasonably documented, but value limits are not known.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| string || LandFile= || Seems to always be data\land.dat<br />
|-<br />
| int || Wind= || Maximum wind out of 100. If -1, fixed wind is enabled.<br />
|-<br />
| int || FixedWind= || If Wind = -1, this is a value between -100 and 100 representing the fixed wind, with -100 being full left and 100 being full right.<br />
|-<br />
| int || Friction= || The opposite of friction. Default is 96. WWP mission editor values: ice = 99, mud = 98, stone = 96, rubber = 50, glue = 1. Maybe above 100 is anti-friction?<br />
|-<br />
| bool || IndestructableBorder= || [sic]. 1 if indestructible border around whole level, 0 if not.<br />
|-<br />
| bool || IndestructableLandscape= || [sic]. 1 if indestructible landscape, 0 if not.<br />
|-<br />
| int || LogicRandomSeed= || The starting random seed. 12345 is used for most WA missions; 0 for WWP custom missions. Doesn't really matter.<br />
|-<br />
| bool || AlliedGroupToGoFirst= || Which allied group is first to have a turn.<br />
|-<br />
| int || Sound= || Track number on disc of ambient audio track to play during mission. Values out of range (of 1-11) appear to choose random BGM.<br />
|-<br />
|}<br />
<br />
=== 5. The [Teams] Group ===<br />
Very small group describing the number of teams in the mission.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamsInMission= || Simply, the number of teams in the mission. The game does appear to use this; one mission has a fifth team defined that isn't used due to this being 4; and if this is set too high, the game spawns 1-worm CPU teams in "random" places on the map.<br />
|-<br />
|}<br />
<br />
=== 6. The [HumanTeam] Group ===<br />
The group describing the human team.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. -1 is infinite.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. 0 or not present for no delay.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. -1 for "very high health that can't be displayed properly" (quote from WWP mission editor).<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || 1 if placed as per the options below, 0 if "randomly" placed (obviously based on the same seed each game so not random at all).<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm. <br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm.<br />
|-<br />
| bool || Worm''#''_Vital= || 1 for vital worm; 0 for not. Appears to have no effect for the human team, but some missions have it anyway. That's probably the source of the "killing your worm as well wins the mission" bug in some versions of mission 14 - this option was expected to work when it didn't.<br />
|}<br />
<br />
=== 7. The [CPUTeam''#''] Group ===<br />
Any number of groups describing CPU teams. Presumably limited to five of these.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamNameNumber= || The index of the team name. TODO: List these.<br />
|-<br />
| int || TeamSkill= || CPU skill. WWP mission editor has this from 50 to 185 in steps of 15, but in the default WA missions it appears to be different with very few having even 100. Investigation required.<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team.<br />
|-<br />
| int || SoundBank= || Soundbank ID of the team. Usually seems to be 1. Might not be used.<br />
|-<br />
| int || Flag= || Flag ID of the team. Usually seems to be 1. Probably not used, as all CPU teams seem to have flag 1 regardless of skill.<br />
|-<br />
| int || GraveStone= || Grave ID of the team. Usually seems to be 1.<br />
|-<br />
| int || AlliedGroup= || Allied group of the team. 0 is red, 1 is blue, etc. Use the values 0-5 for each of the 6 team colours. Setting a CPU team's group to 0 will result in a computer team allied to you, which follows the usual rules of alliances in matches (NOTE: You will gain access to any weapons granted to this team as you will both share an inventory). If a CPU team is allied with you, the mission will still immediately fail if the player team is wiped out. Setting the value to 6 or 7 will result in the mission immediately aborting as a failure. Setting the value to 8 will result in a team that is allied with you but with a white team colour bar, and will act ''against'' you while sharing your weapon inventory and using up your weapons. You cannot set weapons independently for this team and any set in the mission file will be ignored. For some reason, starting a match with a team of alliance 8 present will set your game volume to 0. Note that values above 5 will result in some sprites being selected incorrectly, specifically the ones that change depending on your team colour (e.g. the team 8 alliance team will use a green cross for their targeting reticule). Setting this value to anything else will cause horrible sprite issues, inactive teams using large fonts for their name text, and all other manner of Lovecraftian horror.<br />
|-<br />
| bool || MissionVital= || Set to 1 if team is vital to a mission. This will produce a team of hat-wearing "VIP" worms that cannot act and will cause the immediate surrender of any allied teams when all of the worms in the team die. This includes making the player team surrender resulting in a mission failure if a VIP team is allied with them. Note that VIP worms will always wear a red hat, regardless of the colour team they are allied with.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. -1 is infinite.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. 0 or not present for no delay.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. -1 for "very high health that can't be displayed properly" (quote from WWP mission editor).<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || Unlike the human team, this option is ignored for CPU teams and is always set to 1. This is due to a bug fix in the [[Worms_Armageddon_ReadMe_(English)/v3.6.26.4_Beta_Update|v3.6.26.4_Beta_Update]] for mission #26 "Mad Cows". If you want to "randomly" place CPU team worms, don't provide any X and Y co-ordinates.<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm.<br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm.<br />
|-<br />
| int || Worm''#''_NameNumber= || The index of the worm name. TODO: List these.<br />
|-<br />
| int || Worm''#''_FixedWeapon= || The weapon ID of the fixed weapon. 0 for normal free CPU choice.<br />
|-<br />
| int || Worm''#''_ActionRadius= || The distance away from itself the CPU takes into account. 0 = no range limitation?<br />
|-<br />
| bool || Worm''#''_Vital= || 1 if the worm is vital to the mission, 0 otherwise. If a vital worm is killed, all allied teams surrender. Might not work with allies to the human team.<br />
|-<br />
|}<br />
<br />
=== 8. The [Events] Group ===<br />
Definitely not required, this group.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TotalNumberOfEvents= || Supposed to be the total number of events, but actually wrong in some of the few missions it even appears in. This value is ignored anyway.<br />
|-<br />
|}<br />
<br />
=== 9. The [Event''####''] Group ===<br />
Events happen independently of each other after a certain number of turns. If more than one event exists for a given turn, they are executed in numerical order. Note that possibly due to a bug or possibly by design, events must appear in the order in which they occur - so if a turn 0 event appears after a turn 1 event, the turn 0 event will not be executed.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TypeOfEvent= || See [[#Event Types|Event Types]]<br />
|-<br />
| int || Turn= || Will cause this event to activate before the nth turn (starting from turn 0 being the first).<br />
|-<br />
| int || Retries= || Causes the event to activate if the number of attempts is equal to or higher than this number. Allows additional events to occur in silver and bronze medal missions (bronze = 1, silver = 4).<br />
|-<br />
| int || [[#Text_String_Index|Text_String_Index]]= || The string index to use for event type 10.<br />
|-<br />
| bool || EventEnd= || Used as a final dummy event to signify the end of the list of events. Not sure if the game likes this being absent or not.<br />
|-<br />
| int || PlaceWeapon_Bonus_Points= || The number of points you get for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_TurnExtension= || The extension to your turn time for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_RoundExtention= || The extension to round time for collecting the weapon crate. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| int || PlaceWeapon_XPosition= || X position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_YPosition= || Y position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_OnGround= || 1 if the weapon crate spawns on the ground beneath the coords (much faster, please do this) or 0 if it falls from the coords.<br />
|-<br />
| int || [[#PlaceWeapon_Contents|PlaceWeapon_Contents]]= || The weapon ID that is in the crate.<br />
|-<br />
| bool || PlaceWeapon_Marked= || 1 if the weapon crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceWeapon_Vital= || 1 if the weapon crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceWeapon_Ammo= || The ammunition of the weapon in the crate, -1 for infinite.<br />
|-<br />
| int || PlaceHealth_Bonus_Points= || The number of points you get for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_TurnExtention= || The extension to your turn time for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_RoundExtention= || The extension to round time for collecting the health crate. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| int || PlaceHealth_XPosition= || X position of health crate.<br />
|-<br />
| int || PlaceHealth_YPosition= || Y position of health crate.<br />
|-<br />
| int || PlaceHealth_OnGround= || 1 if the health crate spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceHealth_Health= || Amount of health in the crate. Uses the mission default if not present. Note that setting this to zero will not use the default, but make the health crate restore 0 health.<br />
|-<br />
| bool || PlaceHealth_Marked= || 1 if the health crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceHealth_Vital= || 1 if the health crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceTarget_XPosition= || X position of target.<br />
|-<br />
| int || PlaceTarget_YPosition= || Y position of target.<br />
|-<br />
| int || PlaceTarget_OnGround= || 1 if the target spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceTarget_TargetType= || 0 for normal, 1 for old woman. In WWP, 2 is invisible, not sure if this is the case in WA.<br />
|-<br />
| int || PlaceTarget_FallSpeed= || Fall speed for the target.<br />
|-<br />
| int || PlaceTarget_Bonus_Points= || The number of points you get for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_TurnExtention= || The extension to your turn time for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_RoundExtention= || The extension to round time for destroying the target. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| bool || PlaceTarget_Marked= || 1 if the target is marked - ie, important for sequences.<br />
|-<br />
| int || PlaceMine_XPosition= || X position of mine.<br />
|-<br />
| int || PlaceMine_YPosition= || Y position of mine.<br />
|-<br />
| int || PlaceMine_OnGround= || 1 if the mine spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceDrum_XPosition= || X position of drum.<br />
|-<br />
| int || PlaceDrum_YPosition= || Y position of drum.<br />
|-<br />
| int || PlaceDrum_OnGround= || 1 if the drum spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || SetEventTurn_TurnNumber= || (Turn number to skip to + 1) for event 12.<br />
|}<br />
<br />
=== 10. The [Sequence''####''] Group ===<br />
Sequence groups are always executed in numerical order from the start of the mission, but sequences in a given turn are always executed after events (in case the first event is "pause executing sequence"). Some event IDs cause the sequence to pause execution until some condition is fulfilled. Note that it is only possible to have one sequence running at a time, unlike WWP where you can have at least two.<br />
<br />
All options are mostly identical to ones in Event groups; the only difference is the way in which they are executed. Despite the Turn= parameter appearing in official missions, it does not work for sequences. To get a sequence to start after a certain turn, you will need to use a Pause Sequence Event and then a Resume Sequence event on the turn you want it to start.<br />
<br />
== Event types ==<br />
Here are the possible values and their functions for the TypeOfEvent settings in events and sequences. Do bear in mind that some of them are only particularly useful in one or the other, but the types appear to be consistent between them which is nice.<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Function<br />
|-<br />
|1 || Place weapon crate.<br />
|-<br />
|2 || Place health crate.<br />
|-<br />
|3 || Place target.<br />
|-<br />
|4 || Trigger nuke.<br />
|-<br />
|5 || Trigger Earthquake.<br />
|-<br />
|6 || Trigger Armageddon.<br />
|-<br />
|7 || Trigger sudden death.<br />
|-<br />
|8 || Wait until no more "marked" crates (for sequences).<br />
|-<br />
|9 || Wait until no more "marked" targets (for sequences).<br />
|-<br />
|10 || Display Morse code message.<br />
|-<br />
|11 || This has an unknown effect in WA. One mission tries to use it to display text but it doesn't appear to work. Requisitioned in WWP as "pause for (n) 10ths of a second" (this isn't implemented in WA), so if it does do something in WA, it's probably unimportant.<br />
|-<br />
|12 || Set Next Turn Number. Not used in any missions, and works a little glitchily - it actually sets the turn number to one less than the value supplied. Also note that because the turn number changes instantly, remaining events for the current turn will no longer execute and instead the game will start executing events for the turn number that it changes to.<br />
|-<br />
|13 || Place mine.<br />
|-<br />
|14 || Place oil barrel.<br />
|-<br />
|15 || Restart sequence.<br />
|-<br />
|16 || Terminate mission (= win if WinningCondition=3 and possibly others).<br />
|-<br />
|17 || Pause sequence<br />
|-<br />
|18 || Resume sequence<br />
|}<br />
<br />
== Weapon Strings ==<br />
The weapon settings in a mission may be configured individually for each team through use of the '''Ammo_''' and '''Delay_''' prefixes, followed by a weapon string and settings. For example, '''Ammo_Batrope=-1''' would set a team's ninja rope supply to infinite, and '''Delay_Bazooka=2''' would apply a 2 turn bazooka delay.<br />
<br />
The following is a list of weapon strings. You always have an infinite supply of Skip go and Surrender, so supplying ammo is unnecessary. It is currently unknown if it is possible to add Aqua Sheep directly to the inventory (but they can be provided in weapon crates, which is the method used in the official missions) - it appears to be implemented with the AquaSheep string, but in rudimentary tests this has not worked.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!Hot Key !! Column #1 !! Column #2 !! Column #3 !! Column #4 !! Column #5<br />
|-<br />
| '''Util.''' || JetPack || LowGravity || FastWalk || LaserSight || Invisibility<br />
|-<br />
| '''F1''' || Bazooka || HomingMissile || Mortar || HomingPigeon || SheepLauncher<br />
|-<br />
| '''F2''' || Grenade || ClusterBomb || BananaBomb || Axe || Earthquake<br />
|-<br />
| '''F3''' || Shotgun || Handgun || Uzi || Minigun || Longbow<br />
|-<br />
| '''F4''' || FirePunch || DragonBall || Kamikaze || SuicideBomber || Prod<br />
|-<br />
| '''F5''' || Dynamite || Mine || Sheep || SuperSheep || MoleBomb<br />
|-<br />
| '''F6''' || AirStrike || NapalmStrike || PostalStrike || MineStrike || MoleSquadron<br />
|-<br />
| '''F7''' || BlowTorch || PneumaticDrill || Girder || BaseballBat || BridgeKit<br />
|-<br />
| '''F8''' || Batrope || Bungee || Parachute || Teleport || Scales<br />
|-<br />
| '''F9''' || SuperBananaBomb || HolyHandGrenade || FlameThrower || SallyArmy || MBBomb<br />
|-<br />
| '''F10''' || PetrolBomb || Skunk || MingVase || SheepStrike || CarpetBomb<br />
|-<br />
| '''F11''' || MadCow || OldWoman || Donkey || NuclearBomb || Armageddon<br />
|-<br />
| '''F12''' || || || SelectWorm || Freeze || MagicBullet<br />
|}<br />
<br />
You can also add the instant effect utilities to your inventory with the following weapon strings, which will correctly take effect for the opening turn only, regardless of how many ammo you give. The exception is Crate Spy, which will last for the entire mission, as expected.<br />
<br />
*Damagex2<br />
*CrateSpy<br />
*DoubleTime<br />
*CrateShower<br />
<br />
== Text_String_Index ==<br />
<br />
The transition messages you get during missions are hardcoded into the game and are referred to via a number. The following table summarises which numbers refer to which messages (in English).<br />
<br />
'''Notes:'''<br />
*There is a typo in-game for messages number 22 and 42, they contain a carriage return arrow at the end.<br />
*Strings 120 - 130 are the names of the CPU teams usable in missions.<br />
*There may be other non-empty strings beyond 130, but they are unlikely to be useful for the purpose of being used during a mission. <br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Message<br />
|-<br />
| 0 || Weapons drop!<br />
|-<br />
| 1 || Supplies imminent.<br />
|-<br />
| 2 || Secure the drop zones!<br />
|-<br />
| 3 || Delivery successful, over and out.<br />
|-<br />
| 4 || The iron eagle is on the way, over.<br />
|-<br />
| 5 || Package delivered, over and out.<br />
|-<br />
| 6 || That's it we're clean out, you're on your own!<br />
|-<br />
| 7 || The crates are your only hope...<br />
|-<br />
| 8 || Enemy air transport en route.<br />
|-<br />
| 9 || Enemy transport closing.<br />
|-<br />
| 10 || Almost here!<br />
|-<br />
| 11 || It's arrived, now get the crate and get the hell out!<br />
|-<br />
| 12 || No ammo? Try this for size!<br />
|-<br />
| 13 || Mind your head!<br />
|-<br />
| 14 || A first class delivery!<br />
|-<br />
| 15 || Weapons drop successful!<br />
|-<br />
| 16 || Don't let this equipment fall into the wrong hands...<br />
|-<br />
| 17 || Express Delivery!<br />
|-<br />
| 18 || Death by mail order.<br />
|-<br />
| 19 || A little bit of healing goes a long way...<br />
|-<br />
| 20 || Something to perk you up, sir.<br />
|-<br />
| 21 || A blessed relief.<br />
|-<br />
| 22 || Some timely assistance?&#8629;<br />
|-<br />
| 23 || Medical supplies dispatched.<br />
|-<br />
| 24 || Another helping hand.<br />
|-<br />
| 25 || A little assistance for you.<br />
|-<br />
| 26 || Every little bit helps.<br />
|-<br />
| 27 || A little light relief.<br />
|-<br />
| 28 || Anybody require medical assistance?<br />
|-<br />
| 29 || Is this your blood group?<br />
|-<br />
| 30 || Live damn you, Live!<br />
|-<br />
| 31 || Medic!<br />
|-<br />
| 32 || Nuke en-route.<br />
|-<br />
| 33 || Time is against us sir, we need to deal with this quickly!<br />
|-<br />
| 34 || Smoke'em out if you can...<br />
|-<br />
| 35 || Meteor strike imminent, dig in!<br />
|-<br />
| 36 || It's on its way, ETA 5 minutes!<br />
|-<br />
| 37 || Time is short, get a move on!<br />
|-<br />
| 38 || Tactical nuclear missile launch detected.<br />
|-<br />
| 39 || Warning! Strike imminent!<br />
|-<br />
| 40 || A tremor has been detected at the north end of the island!<br />
|-<br />
| 41 || Global warming! Watch the water level!<br />
|-<br />
| 42 || Try not to get wet!&#8629;<br />
|-<br />
| 43 || Hurry, don't let them dig in!<br />
|-<br />
| 44 || The General is escaping!<br />
|-<br />
| 45 || Radiation will be the death of you!<br />
|-<br />
| 46 || Reach for the skies!<br />
|-<br />
| 47 || Climb a mountain not a molehill.<br />
|-<br />
| 48 || Keep away from the edge, earthquake imminent!<br />
|-<br />
| 49 || Where's Noah when you need him?<br />
|-<br />
| 50 || It's time to build those shelters.<br />
|-<br />
| 51 || Hope you've got protection.<br />
|-<br />
| 52 || WARNING! Seismic activity, 7.2 on the Richter scale!<br />
|-<br />
| 53 || What happened to the five minute warning?<br />
|-<br />
| 54 || Global extermination!<br />
|-<br />
| 55 || WARNING! Destabilising fault-line...<br />
|-<br />
| 56 || Caution, tectonic movement!<br />
|-<br />
| 57 || The end of the world is nigh!<br />
|-<br />
| 58 || Judgement Day.<br />
|-<br />
| 59 || Enemy forces mobilising!<br />
|-<br />
| 60 || Strike imminent!<br />
|-<br />
| 61 || Next turn the enemy gets serious.<br />
|-<br />
| 62 || The enemy is armed to the teeth!<br />
|-<br />
| 63 || They've seen you, RUN!<br />
|-<br />
| 64 || Enemy weapons embargo has been lifted.<br />
|-<br />
| 65 || There may be trouble ahead...<br />
|-<br />
| 66 || This conflict is escalating.<br />
|-<br />
| 67 || Ride those thermals, trooper!<br />
|-<br />
| 68 || War is hell.<br />
|-<br />
| 69 || Better dig deep...<br />
|-<br />
| 70 || There IS honour in death.<br />
|-<br />
| 71 || Use the darkside!<br />
|-<br />
| 72 || Secure the area!<br />
|-<br />
| 73 || Dig down and dig deep.<br />
|-<br />
| 74 || That fruits just about ripe and for the picking.<br />
|-<br />
| 75 || Remember to get the crates to add armoury.<br />
|-<br />
| 76 || A utility would be useful...<br />
|-<br />
| 77 || You could do with some 1st aid.<br />
|-<br />
| 78 || You'll need to use the rope...<br />
|-<br />
| 79 || Think about using some girders as cover.<br />
|-<br />
| 80 || You need to draw fire.<br />
|-<br />
| 81 || Remember that you can drop items while on a rope!<br />
|-<br />
| 82 || Learn to use the repeat swing of the rope!<br />
|-<br />
| 83 || Learn all the jumping techniques.<br />
|-<br />
| 84 || A back jump gets you up even higher.<br />
|-<br />
| 85 || Make a note of the enemy units and their skills.<br />
|-<br />
| 86 || Act quickly, think sooner.<br />
|-<br />
| 87 || Skunks can reach places that other weapons cannot reach!<br />
|-<br />
| 88 || Guns can be strafed up and down when fired.<br />
|-<br />
| 89 || Crates can sometimes offer a solution to a mission.<br />
|-<br />
| 90 || Girders can still be placed even whilst swinging on your rope.<br />
|-<br />
| 91 || Need a leg up? Try an arrow or two...<br />
|-<br />
| 92 || A girder could be your last line of defence...<br />
|-<br />
| 93 || Animals and old women can go shopping you know...<br />
|-<br />
| 94 || Parachutes don't slow your fall but can be controlled...<br />
|-<br />
| 95 || A parachute! Ride those thermals, trooper!<br />
|-<br />
| 96 || Crates and explosions don't mix.<br />
|-<br />
| 97 || Air strikes are more effective from the correct direction!<br />
|-<br />
| 98 || Moles love to dig down and they tend to explode too.<br />
|-<br />
| 99 || A well-placed stick of dynamite will dislodge any stubborn Worm.<br />
|-<br />
| 100 || Wind can have an effect on fire, be careful not to stand downwind<br />
|-<br />
| 101 || Measure the wind and send a bazooka curling!<br />
|-<br />
| 102 || Extra Worms make great decoys.<br />
|-<br />
| 103 || Roll out the barrels, they can be deadly too...<br />
|-<br />
| 104 || This crate could be vital!<br />
|-<br />
| 105 || Girders can help grenades reach their targets...<br />
|-<br />
| 106 || Aqua Sheep by name, aquatic by nature.<br />
|-<br />
| 107 || Come on soldier, get a move on!<br />
|-<br />
| 108 || You'd better hurry, there's not much time left!<br />
|-<br />
| 109 || Quick! The water is rising!<br />
|-<br />
| 110 || Here's something to help this time.<br />
|-<br />
| 111 || If you're having trouble, use this.<br />
|-<br />
| 112 || We thought you would appreciate this!<br />
|-<br />
| 113 || Looks like you need help, rookie.<br />
|-<br />
| 114 || This will come in handy...<br />
|-<br />
| 115 || You need help...<br />
|-<br />
| 116 || Try this.<br />
|-<br />
| 117 || (empty string)<br />
|-<br />
| 118 || (empty string)<br />
|-<br />
| 119 || (empty string)<br />
|-<br />
| 120 || Cannon Fodder<br />
|-<br />
| 121 || Commandos<br />
|-<br />
| 122 || Elite<br />
|-<br />
| 123 || Enemy<br />
|-<br />
| 124 || Guardsmen<br />
|-<br />
| 125 || Gunners<br />
|-<br />
| 126 || Officers<br />
|-<br />
| 127 || Patrol<br />
|-<br />
| 128 || Platoon<br />
|-<br />
| 129 || Resistance<br />
|-<br />
| 130 || Special Forces<br />
|}<br />
<br />
== PlaceWeapon_Contents ==<br />
<br />
When placing a weapon or utility crate you need to refer to its contents by a number rather than a name. The following list indicates which number refers to which crate contents:<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Contents<br />
|-<br />
| 0 || None (This is a specially defined "empty" crate)<br />
|-<br />
| 1 || Bazooka<br />
|-<br />
| 2 || Homing Missile<br />
|-<br />
| 3 || Mortar<br />
|-<br />
| 4 || Homing Pigeon<br />
|-<br />
| 5 || Sheep Launcher<br />
|-<br />
| 6 || Grenade<br />
|-<br />
| 7 || Cluster Bomb<br />
|-<br />
| 8 || Banana Bomb<br />
|-<br />
| 9 || Mole Bomb<br />
|-<br />
| 10 || Shotgun<br />
|-<br />
| 11 || Handgun<br />
|-<br />
| 12 || Uzi<br />
|-<br />
| 13 || Minigun<br />
|-<br />
| 14 || Longbow<br />
|-<br />
| 15 || Fire Punch<br />
|-<br />
| 16 || Dragonball<br />
|-<br />
| 17 || Kamikaze<br />
|-<br />
| 18 || Prod<br />
|-<br />
| 19 || Battle Axe<br />
|-<br />
| 20 || Dynamite<br />
|-<br />
| 21 || Mine<br />
|-<br />
| 22 || Sheep<br />
|-<br />
| 23 || Super Sheep<br />
|-<br />
| 24 || Aqua Sheep<br />
|-<br />
| 25 || Earth Quake<br />
|-<br />
| 26 || Air Strike<br />
|-<br />
| 27 || Napalm Strike<br />
|-<br />
| 28 || Mail Strike<br />
|-<br />
| 29 || Mine Strike<br />
|-<br />
| 30 || Armageddon<br />
|-<br />
| 31 || Blow torch<br />
|-<br />
| 32 || Pneumatic Drill<br />
|-<br />
| 33 || Girder<br />
|-<br />
| 34 || Baseball Bat<br />
|-<br />
| 35 || Girder Starter-Pack<br />
|-<br />
| 36 || Ninja Rope<br />
|-<br />
| 37 || Bungee<br />
|-<br />
| 38 || Parachute<br />
|-<br />
| 39 || Teleport<br />
|-<br />
| 40 || Scales of Justice<br />
|-<br />
| 41 || Super Banana Bomb<br />
|-<br />
| 42 || Holy Hand-Grenade<br />
|-<br />
| 43 || Salvation Army<br />
|-<br />
| 44 || MB Bomb<br />
|-<br />
| 45 || Flamethrower<br />
|-<br />
| 46 || Petrol Bomb<br />
|-<br />
| 47 || Skunk<br />
|-<br />
| 48 || Priceless Ming Vase<br />
|-<br />
| 49 || French Sheep Strike<br />
|-<br />
| 50 || Mike's Carpet Bomb<br />
|-<br />
| 51 || Mad cow<br />
|-<br />
| 52 || Old woman<br />
|-<br />
| 53 || Mole Squadron<br />
|-<br />
| 54 || Concrete Donkey<br />
|-<br />
| 55 || Indian nuclear Test<br />
|-<br />
| 56 || Select worm<br />
|-<br />
| 57 || Freeze<br />
|-<br />
| 58 || Patsy's Magic Bullet<br />
|-<br />
| 59 || Fast Walk<br />
|-<br />
| 60 || Laser sight<br />
|-<br />
| 61 || Double Damage<br />
|-<br />
| 62 || Invisibility (Usable even in single player!)<br />
|-<br />
| 63 || Low Gravity<br />
|-<br />
| 64 || Crashes the game with a fatal error<br />
|-<br />
| 65 || Suicide Bomber<br />
|-<br />
| 66 || Jetpack<br />
|-<br />
| 67 || Double Turn Time<br />
|-<br />
| 68 || Crate Shower<br />
|-<br />
| 69 || Crashes the game with a fatal error<br />
|-<br />
| 70 || (null)<br />
|-<br />
| 71 || Crashes the game with a fatal error<br />
|-<br />
| 72 and beyond || (null)<br />
|}<br />
<br />
==See also==<br />
* [[WA Mission Customization Guide]]</div>Melonhttps://worms2d.info/?title=Super_Weapons&diff=21697Super Weapons2012-09-19T14:31:08Z<p>Melon: /* Worms Armageddon and Worms World Party */ S does not come before M. Alphabetical order fail.</p>
<hr />
<div>{{ParentArticle|[[Weapons]]}}<br />
<br />
'''Super weapons''' are a special category of weapon that typically can only be collected via a random crate drop. In [[Worms 2]] and [[Worms World Party]], you cannot add super weapons to custom schemes (although they may be present in pre-set schemes), while in [[Worms Armageddon]] you can only set the ammo and delay of super weapons if you have unlocked all cheats. Missions can also set super weapons into your starting inventory. In all games, super weapons will only appear in weapon crates if the appropriate scheme option is enabled, or during a [[Crate Shower]] regardless of the setting.<br />
<br />
Super weapons follow a different logic for appearing in crates than other weapons. See [[Crate_probability#Super_Weapons]] for more information.<br />
<br />
== Worms 2 ==<br />
<br />
The following weapons are considered super weapons in Worms 2.<br />
<br />
* [[Cloned Sheep]]<br />
* [[Confused Sheep Strike]]<br />
* [[Concrete Donkey]]<br />
* [[MB Bomb]]<br />
* [[Mike's Carpet Bomb]]<br />
* [[Patsy's Magic Bullet]]<br />
* [[Salvation Army]]<br />
* [[Nuclear Bomb]]<br />
<br />
== Worms Armageddon and Worms World Party ==<br />
<br />
The following weapons are considered super weapons in Worms Armageddon and Worms World Party.<br />
<br />
* [[Armageddon]]<br />
* [[Concrete Donkey]]<br />
* [[Earthquake]]<br />
* [[Freeze]]<br />
* [[French Sheep Strike]]<br />
* [[Girder Starter Pack]]<br />
* [[Indian Nuclear Test]]<br />
* [[Mail Strike]]<br />
* [[MB Bomb]]<br />
* [[Mike's Carpet Bomb]]<br />
* [[Mine Strike]]<br />
* [[Mole Squadron]]<br />
* [[Salvation Army]]<br />
* [[Scales of Justice]]<br />
* [[Suicide Bomber]]<br />
* [[Super Banana Bomb]]<br />
* [[Patsy's Magic Bullet]]<br />
* [[Priceless Ming Vase]]<br />
<br />
[[Select Worm]] is a special case that is not considered a super weapon, but the ammo, delay and crate probability for it cannot be set.</div>Melonhttps://worms2d.info/?title=Super_Weapons&diff=21696Super Weapons2012-09-19T14:28:30Z<p>Melon: /* Worms Armageddon and Worms World Party */ Select Worm not Worm Select</p>
<hr />
<div>{{ParentArticle|[[Weapons]]}}<br />
<br />
'''Super weapons''' are a special category of weapon that typically can only be collected via a random crate drop. In [[Worms 2]] and [[Worms World Party]], you cannot add super weapons to custom schemes (although they may be present in pre-set schemes), while in [[Worms Armageddon]] you can only set the ammo and delay of super weapons if you have unlocked all cheats. Missions can also set super weapons into your starting inventory. In all games, super weapons will only appear in weapon crates if the appropriate scheme option is enabled, or during a [[Crate Shower]] regardless of the setting.<br />
<br />
Super weapons follow a different logic for appearing in crates than other weapons. See [[Crate_probability#Super_Weapons]] for more information.<br />
<br />
== Worms 2 ==<br />
<br />
The following weapons are considered super weapons in Worms 2.<br />
<br />
* [[Cloned Sheep]]<br />
* [[Confused Sheep Strike]]<br />
* [[Concrete Donkey]]<br />
* [[MB Bomb]]<br />
* [[Mike's Carpet Bomb]]<br />
* [[Patsy's Magic Bullet]]<br />
* [[Salvation Army]]<br />
* [[Nuclear Bomb]]<br />
<br />
== Worms Armageddon and Worms World Party ==<br />
<br />
The following weapons are considered super weapons in Worms Armageddon and Worms World Party.<br />
<br />
* [[Armageddon]]<br />
* [[Concrete Donkey]]<br />
* [[Earthquake]]<br />
* [[Freeze]]<br />
* [[French Sheep Strike]]<br />
* [[Girder Starter Pack]]<br />
* [[Indian Nuclear Test]]<br />
* [[Suicide Bomber]]<br />
* [[Mail Strike]]<br />
* [[MB Bomb]]<br />
* [[Mike's Carpet Bomb]]<br />
* [[Mine Strike]]<br />
* [[Mole Squadron]]<br />
* [[Salvation Army]]<br />
* [[Scales of Justice]]<br />
* [[Super Banana Bomb]]<br />
* [[Patsy's Magic Bullet]]<br />
* [[Priceless Ming Vase]]<br />
<br />
[[Select Worm]] is a special case that is not considered a super weapon, but the ammo, delay and crate probability for it cannot be set.</div>Melonhttps://worms2d.info/?title=Article_melioration_and_assessment&diff=21695Article melioration and assessment2012-09-19T14:23:08Z<p>Melon: /* Information */ Link to Super Weapons</p>
<hr />
<div>{{Shortcut|[[ama]]}}<br />
: '''The purpose of this page is to co-ordinate editing of the WKB.'''<br />
: Every page on the WKB is listed here.<br />
: There is still a lot of content that needs improving.<br />
: If you can think of anything that needs doing, no matter how small, add it to the task list below.<br />
<br />
Sadly there's only like, three people who edit this wiki any more. Ideas:<br />
* beat people with sticks<br />
* forum posts - get this wiki some exposure<br />
<br />
== Task list ==<br />
<br />
* Poke SupSuper about that readme<br />
* [[WA Mission Customization Guide]] Add laymen's guide to editing missions (who knows anything about this?? drop names on the talk page please.<br />
* [[Post-game awards (Worms Armageddon)]] add info<br />
<br />
== Articles with to-do lists ==<br />
<br />
(This is a dynamic list, to add an article to the list, use the todo template.)<br />
<DPL><br />
category = Articles with to-do lists<br />
</DPL><br />
<br />
== Articles that need updating in the event of a Beta release ==<br />
<br />
* [[Template:LatestBeta]] and [[Template:LatestBetaRelease]]<br />
** [[Template:LatestBetaRelease/fr]]<br />
* [[Beta updates (Worms Armageddon)]]<br />
* [[Worms Armageddon ReadMe (English)]]<br />
** [[Template:WA_VersionHistory/core]]<br />
* [[Troubleshooting FAQ]] and all its translations (remarks related to current and next Beta)<br />
* [[WormKit]] (add/adjust [[Template:wkIncompatible]] warnings)<br />
* [[WormNET statistics]]<br />
<br />
== Articles ==<br />
<br />
=== Games ===<br />
* '''[[Worms Armageddon]]'''<br />
** [[Beta updates (Worms Armageddon)]]<br />
** [[Patch (Worms Armageddon)]]<br />
** [[Network protocol (Worms Armageddon)]]<br />
** [[Guides, FAQs, and ReadMes]]<br />
*** [[Worms Armageddon Manual]]<br />
**** [[Manual errata]]<br />
*** [[Troubleshooting FAQ]]<br />
*** [[WA Mission Customization Guide]]<br />
*** [[Mission walkthrough (Worms Armageddon)]]<br />
*** [[In-game controls]]<br />
*** [[Map Editor Guide]]<br />
*** [[Using WormNET]]<br />
*** [[Hosting Guide]]<br />
**** [[HostingBuddy]]<br />
*** [[Running WA without the CD]]<br />
*** [[Emulating Worms Armageddon]]<br />
*** [[Installing WA on VMware Player]]<br />
*** [[Installing WA on VirtualBox]]<br />
*** [[Installing WA on Virtual PC]]<br />
*** [[Installing WA on Windows]]<br />
**** '''See also [[Article Tree#ReadMe articles|ReadMe section below for list]]'''<br />
* '''[[Worms 2]]'''<br />
** [[Patch (Worms 2)]]<br />
* '''[[Worms World Party]]'''<br />
** [[Patch (Worms World Party)]]<br />
* '''[[Worms]]'''<br />
** [[Oh Yes... More Worms!]]<br />
** [[WormsShell]]<br />
* '''[[Worms: The Directors Cut]]'''<br />
** [[Patch (WormsDC)]]<br />
** [[Guildhall Leisure release (WormsDC)]]<br />
** [[WormPrefs]]<br />
** [[Customisation (WormsDC)]]<br />
* '''[[Releases]]'''<br />
** [[Worms: Полный Боекомплект]]<br />
** [[Worms Triple Pack]]<br />
** [[Green Pepper release (Worms Armageddon)]]<br />
** [[Total Insanity 2]]<br />
** [[European release (Worms Armageddon)]]<br />
** [[American release (Worms Armageddon)]]<br />
** [[Sold-Out Software release (Worms Armageddon)]]<br />
** [[Armageddon Collection]]<br />
** [[Hasbro "Best Of" release (Worms 2)]]<br />
** [[American release (Worms 2)]]<br />
==== Concepts ====<br />
* '''[[Worms Unlimited]]'''<br />
** [[Editors]]<br />
*** [[Weapons Editor]]<br />
*** [[Map Editor]]<br />
*** [[Game Editor]]<br />
*** [[Other Editors]]<br />
*** [[Editor Specifics]]<br />
** [[Interface]]<br />
** [[WormNET (Worms Unlimited)]]<br />
** [[Real Time Worms]]<br />
** [[Concept Images]]<br />
** [[Weapons (Worms Unlimited)]]<br />
*** [[Boomerang]]<br />
*** [[Bowling Ball]]<br />
*** [[Frisbee]]<br />
*** [[Radiation Bomb]]<br />
*** [[Stone]]<br />
*** [[Disc Launcher]]<br />
*** [[Freeze Ray]]<br />
*** [[Gamma Gun]]<br />
*** [[Glue Gun]]<br />
*** [[Laser Gun]]<br />
*** [[Air Pump]]<br />
*** [[Bite]]<br />
*** [[Cricket Bat]]<br />
*** [[Cannibalism]]<br />
*** [[Pick Pocket]]<br />
*** [[Tazer]]<br />
*** [[Alien Invasion]]<br />
*** [[Ozone Hole]]<br />
*** [[Chicken]]<br />
*** [[Eagle]]<br />
*** [[Rhino]]<br />
*** [[Alien Abduction]]<br />
*** [[Crevice]]<br />
*** [[Lightning Strike]]<br />
*** [[Telekinetic Prod]]<br />
*** [[Tornado]]<br />
*** [[Anvil]]<br />
*** [[Beehive]]<br />
*** [[Self-replicating Mine]]<br />
*** [[Sentry Gun]]<br />
*** [[Bunker]]<br />
*** [[Cement]]<br />
*** [[Security Door]]<br />
*** [[Invisible Girder]]<br />
*** [[Teleport Inhibitor]]<br />
*** [[Back to the Future]]<br />
*** [[Boat]]<br />
*** [[Catapult]]<br />
*** [[Evacuation]]<br />
*** [[Hang-glider]]<br />
*** [[Harness]]<br />
*** [[History Eraser]]<br />
*** [[Hot Air Balloon]]<br />
*** [[Magic Carpet]]<br />
*** [[Object Teleport]]<br />
*** [[Super Teleport]]<br />
*** [[Trampoline]]<br />
*** [[BulletTime (Matrix Slow-Motion)]]<br />
*** [[Fan]]<br />
*** [[Health Jab]]<br />
*** [[Mitosis]]<br />
*** [[Protective Suit]]<br />
*** [[Reinforcement Worm]]<br />
*** [[Resurrector]]<br />
*** [[Shield]]<br />
<br />
=== Information ===<br />
* '''[[Game logic]]'''<br />
** [[WormNET flags]]<br />
** [[Crate Probability]]<br />
** [[Automatically selected weapons]]<br />
** [[Frontend structure (Worms Armageddon)]]<br />
** [[Frontend structure (WWP GBA)]]<br />
** [[WA character table]]<br />
** [[Wormpot]]<br />
** [[List of weapon names in Monkey Mode]]<br />
** [[Post-game awards (Worms Armageddon)]]<br />
** [[Wind]]<br />
** [[Explosion Bias]]<br />
** [[Sudden Death]]<br />
** [[Physics Engine]]<br />
*** [[Worm Walking]]<br />
** [[WormNET (Worms Armageddon)]]<br />
*** [[Etiquette]]<br />
** [[Tricks and glitches (First generation)]]<br />
** [[Tricks and glitches (Second generation)]]<br />
*** '''See [[#Tricks and Glitches articles|Tricks and Glitches section below for list]]'''<br />
** [[Weapons]]<br />
*** '''See [[#Weapon articles|Weapon section below for list]]'''<br />
*** [[Super Weapons]]<br />
* '''[[File formats]]'''<br />
** [[Graphics directory]]<br />
** [[Image file]]<br />
** [[Palette file]]<br />
** [[Monochrome map (.bit, .lev)]]<br />
** [[Monochrome map (Worms 2)]]<br />
** [[Colour map]]<br />
*** [[Standard proportion map sizes]]<br />
** [[Custom team flag]]<br />
** [[Custom team grave]]<br />
** [[Team file]]<br />
** [[Game scheme file]]<br />
** [[Worms Armageddon mission file]]<br />
** [[Game configuration]]<br />
** [[Replay file]]<br />
** [[Colour map (First generation)]]<br />
** [[Monochrome map (First generation)]]<br />
** [[Land Data file]]<br />
** [[Soundbanks]]<br />
* '''[[Software]]'''<br />
** '''See [[#Software articles|Software section below for list]]'''<br />
* '''[[Schemes]]'''<br />
** '''See [[#Scheme articles|Scheme section below for list]]'''<br />
* '''[[Community]]'''<br />
** [[Team17 forums]]<br />
** [[First Blood]]<br />
** [[Worms Map Database]]<br />
** [[RRkit]]<br />
** [[The Challenge Base]]<br />
** [[Worms Clan Council]]<br />
** [[The People's League]]<br />
** [[Dream17]]<br />
** #[[worms on GameSurge]]<br />
** #[[blamethepixel on DeviantArt]]<br />
** [[Team17]]<br />
** [[RopeRacing for Dummies]]<br />
** [[Homebrew Worm Designs]]<br />
** [[Worm Olympics]]<br />
** [[Worst Shot Ever]]<br />
** [[TriX Files]]<br />
** [[X-Worms]]<br />
** [[Xpert Roping Tutorial]]<br />
** [[WA Training Zone]]<br />
** [[BlameThePixel]] <br />
** [[The Ultimate Site]]<br />
** [[WormsQuoteDatabase]]<br />
** [[innovatorsXtreme]]<br />
** [[:Category:Clans]]<br />
** [[People]]<br />
*** [[:Category:People]]<br />
*** Lots of other subpages (see parent article for table)<br />
<br />
=== Untree'd Articles ===<br />
* [[Resume Game]]<br />
* [[External Alpha Test License Agreement]]<br />
* [[WormNET (disambiguation)]]<br />
* [[Idea dump]]<br />
* [[4.0 Facts]]<br />
* [[Installing WA on Parallels Desktop 4.0]]<br />
* [[What You Can Do]]<br />
** [[Translation project]]<br />
** [[Worms Knowledge Base:Contributing]]<br />
<br />
== Tricks and Glitches articles ==<br />
<br />
* what it involves<br />
* how to do it<br />
* gameplay consequences<br />
<br />
{| border="0" class="sortable"<br />
|-<br />
! width="350" | trick (first gen)<br />
! width="100" | description?<br />
! width="100" | pictures/animations?<br />
! width="100" class="unsortable" |<br />
! width="100" | overall quality<br />
|-<br />
| [[Action Replays display different outcome]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <br />
! {{complete}}<br />
|-<br />
| [[Bazooka-Uzi trick]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Crashes when loading from Workbench]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Crashes on Workbench 1.3 systems]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Dynamite retreat can be altered in Action Replay]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Erratic rope behaviour]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Erratic Bungee]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Loading option sets whilst using BETONG ASNA or BOING cheat crashes the game]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Loading maps saved with DeluxePaint "Stencil" feature active crashes the game]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Unable to load option sets]]<br />
| <br />
| <br />
| <br />
! <br />
|}<br />
{| border="0" class="sortable"<br />
|-<br />
! width="350" | trick (second gen)<br />
! width="100" | description?<br />
! width="100" | pictures/animations?<br />
! width="100" | replay?<br />
! width="100" | overall quality<br />
|-<br />
| [[Alien glitch]]<br />
| {{complete}}<br />
| {{complete|Animation}}<br />
| {{complete}}<br />
! {{complete}}<br />
|-<br />
| [[Bazooka through wall]]<br />
| <br />
| {{complete|Still image}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Bungee from Jet Pack]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Chute flare]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Cow doubling glitch]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[CPU shot misprediction]]<br />
| <br />
| <br />
| {{complete}}<br />
!<br />
|-<br />
| [[Deadlock from Crate / Oil Drum floating on water]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Dud mine explosion]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Erratic proximity polling by a mobile Mine]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Floating weapon glitch]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Girdering an occupied location]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Gliding]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Idle weapon animation continues after turn end]]<br />
| <br />
| {{complete|Still image}}<br />
| {{complete}}<br />
! <br />
|-<br />
| [[Indian rope trick]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Instant Cluster Explosion]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Instant self-bounce/hit of a Ninja Rope weapon drop]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Jumping from Pneumatic Drill]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Kamikaze drowning glitch]]<br />
| <br />
| {{complete|Still image}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Launching multiple Super Sheep at the same time]]<br />
| <br />
| <span style="color:orange">youtube only</span><br />
| <br />
!<br />
|-<br />
| [[Longbow stops in mid-air]]<br />
| <br />
| {{complete|Still image}}<br />
| <span style="color:orange">needs rehosting</span><br />
!<br />
|-<br />
| [[Objects touching water no longer collide with land]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Pneumatic Drill malfunction]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Roofing]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Skipwalking]]<br />
| <br />
| <br />
| {{complete}}<br />
!<br />
|-<br />
| [[Slow-motion exploit]]<br />
| <br />
| <br />
| {{complete}}<br />
!<br />
|-<br />
| [[Super Sheep going through walls]]<br />
| <br />
| {{complete|Still image}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Teleport jump]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Vertical Longbow and Baseball Bat]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|}<br />
<br />
== Weapon articles ==<br />
<br />
* what it does<br />
* how to use it<br />
* finer strategies<br />
* minutia<br />
* animations/screenshots if appropriate...?<br />
<br />
{| border="0" class="sortable"<br />
|-<br />
! width="250" | weapon<br />
! width="100" | infobox?<br />
! width="100" | powerbox?<br />
! width="100" | description?<br />
! width="100" | tactics?<br />
! width="200" | overall quality<br />
|-<br />
| [[Air Strike]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Armageddon]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Banana Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Baseball Bat]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Battle Axe]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Bazooka]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Blowtorch]]<br />
| {{complete}}<br />
| <span style="color:orange">higher injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Bungee]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Cloned Sheep]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Cluster Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Concrete Donkey]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Crate Shower]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Crate Spy]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Damage x2]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Double Turn Time]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Dragon Ball]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Dynamite]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Earthquake]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Fast Walk]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Fire Punch]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Flamethrower]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Freeze]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Girder]]<br />
| {{complete}}<br />
| <span style="color:orange">other settings</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Girder Starter Pack]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Grenade]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Grenade Launcher]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Handgun]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Holy Hand Grenade]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Homing Airstrike]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Homing Cluster Bomb]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Homing Missile]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Homing Pigeon]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Indian Nuclear Test]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Invisibility]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Jet Pack]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Kamikaze]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:green">excellent</span><br />
| <span style="color:green">excellent</span><br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Laser Sight]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Longbow]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Low Gravity]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mad Cows]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mail Strike]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[MB Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mike's Carpet Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mine]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:green">excellent</span><br />
| <span style="color:green">excellent</span><br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Minigun]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mine Strike]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Ming Vase]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mole]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mole Squadron]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mortar]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Napalm Strike]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Ninja Rope]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Old Woman]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Parachute]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <br />
| <br />
|<br />
|-<br />
| [[Patsy's Magic Bullet]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Petrol Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">pieces of fire</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Pnuematic Drill]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Prod]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Salvation Army]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Scales of Justice]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Select Worm]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Sheep]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Sheep Launcher]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Sheep-on-a-Rope]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Sheep Strike (French Sheep Strike)]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Shotgun]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:green">excellent</span><br />
| <span style="color:green">excellent</span><br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Skunk]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Suicide Bomber]]<br />
| {{complete}}<br />
| <span style="color:green">confirm injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Super Banana Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Super Sheep (Aqua Sheep)]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Teleport]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Uzi]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|}<br />
<br />
== Scheme articles ==<br />
<br />
* Minimum standard for <span style="color:orange">'''adequate'''</span> rating:<br />
** Suitably comprehensive description, with rules and variations if applicable<br />
** Setup infobox with scheme download<br />
* If a scheme is largely devoid of strategy, the article need not have an entire section for it. Mentioning the lack of strategy (and covering what little strategy there is) is sufficient.<br />
<br />
{| border="0" class="sortable"<br />
|-<br />
! width="250" | scheme<br />
! width="100" | description?<br />
! width="100" | setup?<br />
! width="100" | strategy?<br />
! width="100" | history?<br />
! width="100" | replays?<br />
! width="100" | overall quality<br />
|-<br />
| [[Drown Syndrome]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Hysteria]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Ghost Knocking]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[One of Everything]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Russian Roulette]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Warmer]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[1rule]]<br />
| <span style="color:red">copyedit</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Battle Race]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Bazooka and Grenades]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:orange">more?</span><br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Boom Race]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Bow and Arrows]]<br />
| {{complete}}<br />
| <span style="color:orange">variants</span><br />
| <span style="color:orange">variants</span><br />
| {{complete}}<br />
| <span style="color:orange">variants</span><br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Bows and Clusters]]<br />
| <span style="color:orange">needs more</span><br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Bungee Race]]<br />
| <span style="color:orange">copyedit</span><br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Burning Girders]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Capture The Flag]]<br />
| <span style="color:red">stub</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Comet Dodging Race Wee]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[CrappyCr8s]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
| {{none}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Dabble and Fidget]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Elite]]<br />
| <span style="color:red">stub</span><br />
| <span style="color:orange">worms?</span><br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Fort]]<br />
| <span style="color:red">stub</span><br />
| <span style="color:orange">worms?</span><br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Holy war]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Intermediate]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Jetpack Race]]<br />
| <span style="color:orange">copyedit</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Mine Runner]]<br />
| <span style="color:orange">needs more</span><br />
| <span style="color:orange">no download</span><br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Mole Shopper]]<br />
| <span style="color:orange">needs more</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Mole Vaulting]]<br />
| <span style="color:red">stub</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Parachute Race]]<br />
| <span style="color:red">stub</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Rope Race]]<br />
| <span style="color:orange">copyedit</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Roper]]<br />
| <span style="color:red">stub</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[RubberWorm Mole Shopper]]<br />
| <span style="color:orange">needs more</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Sheeper]]<br />
| <span style="color:orange">copyedit</span><br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:orange">needs dating</span><br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Shopper]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Supersheeper]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Super Sheep Race]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Swimmer]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Team17 (scheme)]]<br />
| <span style="color:orange">needs more</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Team Wormtress]]<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Trench Warfare]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Tower Race]]<br />
| <span style="color:red">stub</span><br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Tube Trap]]<br />
| <span style="color:orange">limited</span><br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:orange">limited</span><br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Walk For Weapons]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Wall-X-Wall Shopper]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Wascar]]<br />
| {{none}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Worms Golf]]<br />
| <span style="color:red">stub</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Bricks]]<br />
| <br />
| {{complete}}<br />
| <br />
| {{complete}}<br />
| <br />
! <br />
|}<br />
<br />
== Software articles ==<br />
<br />
* ''Description'' should contain<br />
** what the program does<br />
** a list of the most significant features (or all of them if not too many)<br />
** a short userguide (or complete userguide if not too long)<br />
** limitations, and comparisons with alternatives<br />
* ''Future plans'' is considered complete if the article mentions that:<br />
** the program is obsolete or<br />
** the program is 'complete' and likely has no room for improvement or<br />
** the creator has stopped working on the program<br />
* ''History'' is considered complete if the article gives an approximate date of creation and mentions any major milestones in the program's history.<br />
<br />
{| border="0" class="sortable"<br />
|-<br />
! width="300" | program<br />
! width="100" | description?<br />
! width="100" | history?<br />
! width="100" | future plans? <br />
|-<br />
| [[Animated Grave Machine (WWP)]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Another Random Scheme Editor]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Anzas Minimizer]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Armageditor]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Automatic Installer]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[BIT Monkey]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[BRSolver]]<br />
| {{complete}}<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
|-<br />
| [[Caecilian]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[ChatSnatch]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Constipated Silkworm]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[CutWorm]]<br />
| <span style="color:orange">copyedit</span><br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Full Wormage Unlocker]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[LeetF*ck]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Map Theif]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[MapGEN]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[MapFix]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[MyWormNET]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Play Worms Armageddon on Linux]]<br />
| <span style="color:orange">needs rewrite</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[ProSnooper]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[ReplayEater]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Scheme Works]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[SchemeEddy]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Screen Lag]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Silkworm]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Solixa Worms]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[SoundEddy]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Super Snooper]]<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[TeamED]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
|-<br />
| [[Team17's official WormNET Snooper]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[The Architect]]<br />
| <span style="color:orange">needs more</span><br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[The Fiddler]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[The Tapometer]]<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[The Wheat Snooper]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[The Worminizer]]<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Thumbnail Shell Extension]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WA directory editor]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WAsP]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Water color editor]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Wedit95]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WormKit]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[ReplayShark]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
|-<br />
| [[RubberWorm]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[wkMagic Map Wizard]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WormMM]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Worms Armageddon Randomizer (WA:R)]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Worms Armageddon Recorded Game Organiser]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Worms Autogaming]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[WormsBackup]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Worms2 Option Editor]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WWPPipe]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WWP Trainer]]<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
|}<br />
<br />
== ReadMe articles ==<br />
<br />
* <s>Apparently SupSuper did some translation for the Portuguese version. Someone poke him.</s> Update: [[Talk:Worms_Armageddon_ReadMe_(Portuguese)|SupSuper seems to have lost his translation.]]<br />
<br />
{| border="0" width="100%"<br />
|-<br />
! Section<br />
! ''[[Template:Languages/Readme|Template]]''<br />
! [[{{WAreadmepage|en}}|English]]<br />
! [[{{WAreadmepage|fr}}|French]]<br />
! [[{{WAreadmepage|es}}|Spanish]]<br />
! [[{{WAreadmepage|ru}}|Russian]]<br />
! [[{{WAreadmepage|pt}}|Portuguese]]<br />
|-<br />
! Important License Information<br />
|<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
! Supplementary Beta Documentation<br />
|<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
!colspan="5"| Version History<br />
|-<br />
| 3.5 Beta 1<br />
| ''[[Template:Languages/3.5b1|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.5 Beta 2<br />
| ''[[Template:Languages/3.5b2|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.7<br />
| ''[[Template:Languages/3.6.19.7|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.11<br />
| ''[[Template:Languages/3.6.19.11|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.12<br />
| ''[[Template:Languages/3.6.19.12|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.14<br />
| ''[[Template:Languages/3.6.19.14|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.15<br />
| ''[[Template:Languages/3.6.19.15|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.17<br />
| ''[[Template:Languages/3.6.19.17|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.17a<br />
| ''[[Template:Languages/3.6.19.17a|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.18<br />
| ''[[Template:Languages/3.6.19.18|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.19<br />
| ''[[Template:Languages/3.6.19.19|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.20.1<br />
| ''[[Template:Languages/3.6.20.1|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.20.2<br />
| ''[[Template:Languages/3.6.20.2|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.20.3<br />
| ''[[Template:Languages/3.6.20.3|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.21.1<br />
| ''[[Template:Languages/3.6.21.1|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.21.2<br />
| ''[[Template:Languages/3.6.21.2|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.21.3<br />
| ''[[Template:Languages/3.6.21.3|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.22.1<br />
| ''[[Template:Languages/3.6.22.1|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.23.0<br />
| ''[[Template:Languages/3.6.23.0|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.23.1<br />
| ''[[Template:Languages/3.6.23.1|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.23.2<br />
| ''[[Template:Languages/3.6.23.2|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.24.1<br />
| ''[[Template:Languages/3.6.24.1|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.24.2<br />
| ''[[Template:Languages/3.6.24.2|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.25.1a<br />
| ''[[Template:Languages/3.6.25.1a|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.26.4<br />
| ''[[Template:Languages/3.6.26.4|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| incomplete<br />
| no<br />
|-<br />
| 3.6.26.5<br />
| ''[[Template:Languages/3.6.26.5|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| yes<br />
| no<br />
|-<br />
| 3.6.28.0<br />
| ''[[Template:Languages/3.6.28.0|Template]]''<br />
| yes (31)<br />
| yes<br />
| yes<br />
| yes<br />
| no<br />
|-<br />
| 3.6.29.0<br />
| ''[[Template:Languages/3.6.29.0|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| yes<br />
| no<br />
|-<br />
| 3.6.30.0<br />
| ''[[Template:Languages/3.6.30.0|Template]]''<br />
| yes<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.31.0<br />
| ''[[Template:Languages/3.6.31.0|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
! Installation<br />
|<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
! Known Issues/Bugs<br />
|<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
! Footnotes<br />
|<br />
| yes (31)<br />
| incomplete<br />
| yes (29)<br />
| no<br />
| no<br />
|-<br />
! Credits<br />
|<br />
| yes (31)<br />
| no<br />
| yes (29)<br />
| no<br />
| no<br />
|-<br />
! Bug Reporting<br />
|<br />
| yes (31)<br />
| no<br />
| yes (30)<br />
| no<br />
| no<br />
|-<br />
! Translation notes<br />
|<br />
| n/a<br />
| no<br />
| yes (29)<br />
| no<br />
| no<br />
|}<br />
<br />
(The number after "yes" indicates the version. 30 is for 3.6.30.0 , and so on)<br />
<br />
== Site maintenance ==<br />
<br />
* '''Things'''<br />
** [[Empty]]<br />
** [[Missing.html]]<br />
** [[Sandbox]]<br />
** '''Article Tree'''<br />
* '''Templates''' [http://worms2d.info/?title=Special%3AAllpages&from=&namespace=10]<br />
** Software visuals<br />
*** [[Template:Gap]]<br />
*** [[Template:Software]]<br />
** Protected page reassurance<br />
*** [[Template:Safe1]]<br />
** Downloads<br />
*** Replays<br />
**** [[Template:ReplayBox]]<br />
**** [[Template:ReplayBox2]]<br />
*** Schemes<br />
**** [[Template:Game setup]]<br />
**** [[Template:Map example]]<br />
*** Other<br />
**** [[Template:WWPDownloadLink]]<br />
**** [[Template:WADownloadLink]]<br />
** Text savers<br />
*** [[Template:OS install guide]]<br />
*** [[Template:NT install guide]]<br />
*** [[Template:IRC guide]]<br />
*** [[Template:Highlight]]<br />
*** [[Template:Lowlight]]<br />
** Infoboxes<br />
*** [[Template:Software infobox]]<br />
*** [[Template:Release infobox]]<br />
*** [[Template:Website]]<br />
*** Weapon infoboxes<br />
**** [[Template:Power]] &amp; [[Template:Power-end]]<br />
**** [[Template:Power-super]]<br />
**** [[Template:Weapon]]<br />
** Notability templates<br />
*** [[Template:SchemeNotability1]]<br />
*** [[Template:SchemeRemoved]]<br />
** Misc<br />
*** [[Template:lowercase title]]<br />
*** [[Template:Navimg]]<br />
*** [[Template:ParentArticle]]<br />
*** [[Template:Stub]]<br />
*** [[Template:Unsigned]]<br />
*** [[Template:!]]<br />
*** [[Template:Test]] ''for testing templates''<br />
*** [[Template:Todo]]<br />
*** [[Template:Shortcut]]<br />
*** [[Template:Wormopaedia]]</div>Melonhttps://worms2d.info/?title=Weapons&diff=21694Weapons2012-09-19T14:21:57Z<p>Melon: /* See also */ Link to super weapons</p>
<hr />
<div>{{ParentArticle|[[Game logic]]}}__NOTOC__<br />
:''For weapon ideas in Worms Unlimited, see [[Weapons (Worms Unlimited)]].''<br />
<!-- Perhaps a general description of how the weapons are organised ought to go here, otherwise there's just a big gap --><br />
== Worms Armageddon and Worms World Party==<br />
{| width="100%"<br />
|style="vertical-align: top;" width="100%"|<br />
Click on a weapon icon on the panel to the right, or use the text version below, to view the weapon's page.<br />
{{WA_weapons/text}}<br />
<br />
=== Instant effect utilities ===<br />
* [[Crate Shower]]<br />
* [[File:Cratespyicon.png|32px|link=Crate Spy]] [[Crate Spy]]<br />
* [[File:Damagex2icon.png|32px|link=Damage x2]] [[Damage x2]]<br />
* [[File:DoubleTurnTime.png|32px|link=Double Turn Time]] [[Double Turn Time]]<br />
<br />
=== Map object ===<br />
* [[Oil Drum]]<br />
* [[Donor Card]]<br />
<br />
=== Game Boy Advance weapons ===<br />
* [[File:Chainsawicon.png|32px|link=Chainsaw]] [[Chainsaw]] (GBA exclusive)<br />
* [[Homing Air Strike]]<br />
* [[Homing Cluster Bomb]]<br />
<br />
|style="vertical-align: top;"|<br />
{{WA_weapons}}<br />
|}<br />
<br />
== Worms 2==<br />
{| width="100%"<br />
|style="vertical-align: top;" width="100%"|<br />
Click on a weapon icon on the panel to the right, or use the text version below, to view the weapon's page.<br />
{{W2 weapons/text}}<br />
<br />
===Worms 2 exclusive weapons===<br />
<br />
*{{navimg|Homingclustericon.png|xsize=32|Homing Cluster Bomb}}<br />
*{{navimg|Homingairstrikeicon.png|xsize=32|Homing Air Strike}}<br />
*[[Confused Sheep Strike]]<br />
*{{navimg|Clonedsheepicon.png|xsize=32|Cloned Sheep}}<br />
*{{navimg|Nuclearbombicon.png|xsize=32|Nuclear Bomb (Indian Nuclear Test)}}<br />
<br />
|style="vertical-align: top;"|<br />
{{W2 weapons}}<br />
|}<br />
<br />
==Worms DC==<br />
{|<br />
|-<br />
!colspan="2" style="text-align: center;"|Worms DC weapons panel<br />
|-<br />
|''Page 1''<br />
|<imagemap><br />
Image:WDC_WeaponPanel_Page1.png|Worms DC weapons panel, page 1<br />
rect 0 0 27 31 [[Bazooka]]<br />
rect 27 0 54 31 [[Homing Missile]]<br />
rect 54 0 81 31 [[Grenade]]<br />
rect 81 0 108 31 [[Cluster Bomb]]<br />
rect 108 0 135 31 [[Grenade Launcher]]<br />
rect 135 0 162 31 [[Shotgun]]<br />
rect 162 0 189 31 [[Uzi]]<br />
rect 189 0 216 31 [[Handgun]]<br />
rect 216 0 243 31 [[Fire Punch]]<br />
rect 243 0 270 31 [[Dragon Ball|Dragonball]]<br />
rect 270 0 297 31 [[Dynamite]]<br />
rect 297 0 320 31 [[Sheep]]<br />
desc none<br />
</imagemap><br />
|-<br />
|''Page 2''<br />
|<imagemap><br />
Image:WDC_WeaponPanel_Page2.png|Worms DC weapons panel, page 2<br />
rect 0 0 27 31 [[Air Strike]]<br />
rect 27 0 54 31 [[Petrol Bomb]]<br />
rect 54 0 81 31 [[Teleport]]<br />
rect 81 0 108 31 [[Blow Torch]]<br />
rect 108 0 135 31 [[Pneumatic Drill]]<br />
rect 135 0 162 31 [[Mine]]<br />
rect 162 0 189 31 [[Ninja Rope]]<br />
rect 189 0 216 31 [[Bungee]]<br />
rect 216 0 243 31 [[Girder|Girders]]<br />
rect 243 0 270 31 [[Skip Go]]<br />
rect 270 0 297 31 [[Kamikaze]]<br />
rect 297 0 320 31 [[Surrender]]<br />
desc none<br />
</imagemap><br />
|-<br />
|''Page 3''<br />
|<imagemap><br />
Image:WDC_WeaponPanel_Page3.png|Worms DC weapons panel, page 3<br />
rect 0 0 27 31 [[Homing Pigeon]]<br />
rect 27 0 54 31 [[Mad Cows]]<br />
rect 54 0 81 31 [[Banana Bomb]]<br />
rect 81 0 108 31 [[Holy Hand Grenade]]<br />
rect 108 0 135 31 [[Minigun]]<br />
rect 135 0 162 31 [[Baseball Bat]]<br />
rect 162 0 189 31 [[Super Sheep (Aqua Sheep)|Super Sheep]]<br />
rect 189 0 216 31 [[Sheep-on-a-Rope]]<br />
rect 216 0 243 31 [[Confused Sheep Strike|Sheep Strike]]<br />
rect 243 0 270 31 [[Old Woman]]<br />
rect 270 0 297 31 [[Priceless Ming Vase]]<br />
desc none<br />
</imagemap><br />
|-<br />
|''Extra''<br />
|<imagemap><br />
Image:WDC_WeaponPanel_Extra.png|Extra weapons in Worms DC<br />
rect 172 24 199 57 [[Sheep-on-a-Rope|Kenny-på-ett-Rep]]<br />
rect 221 24 244 57 [[Mail Strike|Postal Strike]]<br />
rect 259 24 282 57 [[Nuclear Bomb (Indian Nuclear Test)|Nuclear Bomb]]<br />
rect 297 24 320 57 [[Concrete Donkey]]<br />
desc none<br />
</imagemap><br />
|}<br />
{{WDC weapons/text}}<br />
<br />
===Worms DC exclusive weapons===<br />
<br />
{| border="0" cellpadding="0" cellspacing="0" align="left"<br />
|-<br />
| [[Image:Wdcwep-left.gif]]<br />
| {{navimg|Wdcwep-grenadelauncher.gif|Grenade Launcher}}<br />
| {{navimg|Wdcwep-soar.gif|Sheep-on-a-Rope}}<br />
| [[Image:Wdcwep-right.gif]]<br />
|}<br />
<br />
{{clear}}<br />
<br />
== See also ==<br />
<br />
* [[List of weapon names in Monkey Mode]]<br />
* [[Super Weapons]]</div>Melonhttps://worms2d.info/?title=Super_Weapons&diff=21693Super Weapons2012-09-19T14:21:28Z<p>Melon: Created page with "{{ParentArticle|Weapons}} '''Super weapons''' are a special category of weapon that typically can only be collected via a random crate drop. In Worms 2 and [[Worms World..."</p>
<hr />
<div>{{ParentArticle|[[Weapons]]}}<br />
<br />
'''Super weapons''' are a special category of weapon that typically can only be collected via a random crate drop. In [[Worms 2]] and [[Worms World Party]], you cannot add super weapons to custom schemes (although they may be present in pre-set schemes), while in [[Worms Armageddon]] you can only set the ammo and delay of super weapons if you have unlocked all cheats. Missions can also set super weapons into your starting inventory. In all games, super weapons will only appear in weapon crates if the appropriate scheme option is enabled, or during a [[Crate Shower]] regardless of the setting.<br />
<br />
Super weapons follow a different logic for appearing in crates than other weapons. See [[Crate_probability#Super_Weapons]] for more information.<br />
<br />
== Worms 2 ==<br />
<br />
The following weapons are considered super weapons in Worms 2.<br />
<br />
* [[Cloned Sheep]]<br />
* [[Confused Sheep Strike]]<br />
* [[Concrete Donkey]]<br />
* [[MB Bomb]]<br />
* [[Mike's Carpet Bomb]]<br />
* [[Patsy's Magic Bullet]]<br />
* [[Salvation Army]]<br />
* [[Nuclear Bomb]]<br />
<br />
== Worms Armageddon and Worms World Party ==<br />
<br />
The following weapons are considered super weapons in Worms Armageddon and Worms World Party.<br />
<br />
* [[Armageddon]]<br />
* [[Concrete Donkey]]<br />
* [[Earthquake]]<br />
* [[Freeze]]<br />
* [[French Sheep Strike]]<br />
* [[Girder Starter Pack]]<br />
* [[Indian Nuclear Test]]<br />
* [[Suicide Bomber]]<br />
* [[Mail Strike]]<br />
* [[MB Bomb]]<br />
* [[Mike's Carpet Bomb]]<br />
* [[Mine Strike]]<br />
* [[Mole Squadron]]<br />
* [[Salvation Army]]<br />
* [[Scales of Justice]]<br />
* [[Super Banana Bomb]]<br />
* [[Patsy's Magic Bullet]]<br />
* [[Priceless Ming Vase]]<br />
<br />
[[Worm Select]] is a special case that is not considered a super weapon, but the ammo, delay and crate probability for it cannot be set.</div>Melonhttps://worms2d.info/?title=Article_melioration_and_assessment&diff=21692Article melioration and assessment2012-09-19T13:26:52Z<p>Melon: /* Information */ Add Explosion Bias to article tree</p>
<hr />
<div>{{Shortcut|[[ama]]}}<br />
: '''The purpose of this page is to co-ordinate editing of the WKB.'''<br />
: Every page on the WKB is listed here.<br />
: There is still a lot of content that needs improving.<br />
: If you can think of anything that needs doing, no matter how small, add it to the task list below.<br />
<br />
Sadly there's only like, three people who edit this wiki any more. Ideas:<br />
* beat people with sticks<br />
* forum posts - get this wiki some exposure<br />
<br />
== Task list ==<br />
<br />
* Poke SupSuper about that readme<br />
* [[WA Mission Customization Guide]] Add laymen's guide to editing missions (who knows anything about this?? drop names on the talk page please.<br />
* [[Post-game awards (Worms Armageddon)]] add info<br />
<br />
== Articles with to-do lists ==<br />
<br />
(This is a dynamic list, to add an article to the list, use the todo template.)<br />
<DPL><br />
category = Articles with to-do lists<br />
</DPL><br />
<br />
== Articles that need updating in the event of a Beta release ==<br />
<br />
* [[Template:LatestBeta]] and [[Template:LatestBetaRelease]]<br />
** [[Template:LatestBetaRelease/fr]]<br />
* [[Beta updates (Worms Armageddon)]]<br />
* [[Worms Armageddon ReadMe (English)]]<br />
** [[Template:WA_VersionHistory/core]]<br />
* [[Troubleshooting FAQ]] and all its translations (remarks related to current and next Beta)<br />
* [[WormKit]] (add/adjust [[Template:wkIncompatible]] warnings)<br />
* [[WormNET statistics]]<br />
<br />
== Articles ==<br />
<br />
=== Games ===<br />
* '''[[Worms Armageddon]]'''<br />
** [[Beta updates (Worms Armageddon)]]<br />
** [[Patch (Worms Armageddon)]]<br />
** [[Network protocol (Worms Armageddon)]]<br />
** [[Guides, FAQs, and ReadMes]]<br />
*** [[Worms Armageddon Manual]]<br />
**** [[Manual errata]]<br />
*** [[Troubleshooting FAQ]]<br />
*** [[WA Mission Customization Guide]]<br />
*** [[Mission walkthrough (Worms Armageddon)]]<br />
*** [[In-game controls]]<br />
*** [[Map Editor Guide]]<br />
*** [[Using WormNET]]<br />
*** [[Hosting Guide]]<br />
**** [[HostingBuddy]]<br />
*** [[Running WA without the CD]]<br />
*** [[Emulating Worms Armageddon]]<br />
*** [[Installing WA on VMware Player]]<br />
*** [[Installing WA on VirtualBox]]<br />
*** [[Installing WA on Virtual PC]]<br />
*** [[Installing WA on Windows]]<br />
**** '''See also [[Article Tree#ReadMe articles|ReadMe section below for list]]'''<br />
* '''[[Worms 2]]'''<br />
** [[Patch (Worms 2)]]<br />
* '''[[Worms World Party]]'''<br />
** [[Patch (Worms World Party)]]<br />
* '''[[Worms]]'''<br />
** [[Oh Yes... More Worms!]]<br />
** [[WormsShell]]<br />
* '''[[Worms: The Directors Cut]]'''<br />
** [[Patch (WormsDC)]]<br />
** [[Guildhall Leisure release (WormsDC)]]<br />
** [[WormPrefs]]<br />
** [[Customisation (WormsDC)]]<br />
* '''[[Releases]]'''<br />
** [[Worms: Полный Боекомплект]]<br />
** [[Worms Triple Pack]]<br />
** [[Green Pepper release (Worms Armageddon)]]<br />
** [[Total Insanity 2]]<br />
** [[European release (Worms Armageddon)]]<br />
** [[American release (Worms Armageddon)]]<br />
** [[Sold-Out Software release (Worms Armageddon)]]<br />
** [[Armageddon Collection]]<br />
** [[Hasbro "Best Of" release (Worms 2)]]<br />
** [[American release (Worms 2)]]<br />
==== Concepts ====<br />
* '''[[Worms Unlimited]]'''<br />
** [[Editors]]<br />
*** [[Weapons Editor]]<br />
*** [[Map Editor]]<br />
*** [[Game Editor]]<br />
*** [[Other Editors]]<br />
*** [[Editor Specifics]]<br />
** [[Interface]]<br />
** [[WormNET (Worms Unlimited)]]<br />
** [[Real Time Worms]]<br />
** [[Concept Images]]<br />
** [[Weapons (Worms Unlimited)]]<br />
*** [[Boomerang]]<br />
*** [[Bowling Ball]]<br />
*** [[Frisbee]]<br />
*** [[Radiation Bomb]]<br />
*** [[Stone]]<br />
*** [[Disc Launcher]]<br />
*** [[Freeze Ray]]<br />
*** [[Gamma Gun]]<br />
*** [[Glue Gun]]<br />
*** [[Laser Gun]]<br />
*** [[Air Pump]]<br />
*** [[Bite]]<br />
*** [[Cricket Bat]]<br />
*** [[Cannibalism]]<br />
*** [[Pick Pocket]]<br />
*** [[Tazer]]<br />
*** [[Alien Invasion]]<br />
*** [[Ozone Hole]]<br />
*** [[Chicken]]<br />
*** [[Eagle]]<br />
*** [[Rhino]]<br />
*** [[Alien Abduction]]<br />
*** [[Crevice]]<br />
*** [[Lightning Strike]]<br />
*** [[Telekinetic Prod]]<br />
*** [[Tornado]]<br />
*** [[Anvil]]<br />
*** [[Beehive]]<br />
*** [[Self-replicating Mine]]<br />
*** [[Sentry Gun]]<br />
*** [[Bunker]]<br />
*** [[Cement]]<br />
*** [[Security Door]]<br />
*** [[Invisible Girder]]<br />
*** [[Teleport Inhibitor]]<br />
*** [[Back to the Future]]<br />
*** [[Boat]]<br />
*** [[Catapult]]<br />
*** [[Evacuation]]<br />
*** [[Hang-glider]]<br />
*** [[Harness]]<br />
*** [[History Eraser]]<br />
*** [[Hot Air Balloon]]<br />
*** [[Magic Carpet]]<br />
*** [[Object Teleport]]<br />
*** [[Super Teleport]]<br />
*** [[Trampoline]]<br />
*** [[BulletTime (Matrix Slow-Motion)]]<br />
*** [[Fan]]<br />
*** [[Health Jab]]<br />
*** [[Mitosis]]<br />
*** [[Protective Suit]]<br />
*** [[Reinforcement Worm]]<br />
*** [[Resurrector]]<br />
*** [[Shield]]<br />
<br />
=== Information ===<br />
* '''[[Game logic]]'''<br />
** [[WormNET flags]]<br />
** [[Crate Probability]]<br />
** [[Automatically selected weapons]]<br />
** [[Frontend structure (Worms Armageddon)]]<br />
** [[Frontend structure (WWP GBA)]]<br />
** [[WA character table]]<br />
** [[Wormpot]]<br />
** [[List of weapon names in Monkey Mode]]<br />
** [[Post-game awards (Worms Armageddon)]]<br />
** [[Wind]]<br />
** [[Explosion Bias]]<br />
** [[Sudden Death]]<br />
** [[Physics Engine]]<br />
*** [[Worm Walking]]<br />
** [[WormNET (Worms Armageddon)]]<br />
*** [[Etiquette]]<br />
** [[Tricks and glitches (First generation)]]<br />
** [[Tricks and glitches (Second generation)]]<br />
*** '''See [[#Tricks and Glitches articles|Tricks and Glitches section below for list]]'''<br />
** [[Weapons]]<br />
*** '''See [[#Weapon articles|Weapon section below for list]]'''<br />
* '''[[File formats]]'''<br />
** [[Graphics directory]]<br />
** [[Image file]]<br />
** [[Palette file]]<br />
** [[Monochrome map (.bit, .lev)]]<br />
** [[Monochrome map (Worms 2)]]<br />
** [[Colour map]]<br />
*** [[Standard proportion map sizes]]<br />
** [[Custom team flag]]<br />
** [[Custom team grave]]<br />
** [[Team file]]<br />
** [[Game scheme file]]<br />
** [[Worms Armageddon mission file]]<br />
** [[Game configuration]]<br />
** [[Replay file]]<br />
** [[Colour map (First generation)]]<br />
** [[Monochrome map (First generation)]]<br />
** [[Land Data file]]<br />
** [[Soundbanks]]<br />
* '''[[Software]]'''<br />
** '''See [[#Software articles|Software section below for list]]'''<br />
* '''[[Schemes]]'''<br />
** '''See [[#Scheme articles|Scheme section below for list]]'''<br />
* '''[[Community]]'''<br />
** [[Team17 forums]]<br />
** [[First Blood]]<br />
** [[Worms Map Database]]<br />
** [[RRkit]]<br />
** [[The Challenge Base]]<br />
** [[Worms Clan Council]]<br />
** [[The People's League]]<br />
** [[Dream17]]<br />
** #[[worms on GameSurge]]<br />
** #[[blamethepixel on DeviantArt]]<br />
** [[Team17]]<br />
** [[RopeRacing for Dummies]]<br />
** [[Homebrew Worm Designs]]<br />
** [[Worm Olympics]]<br />
** [[Worst Shot Ever]]<br />
** [[TriX Files]]<br />
** [[X-Worms]]<br />
** [[Xpert Roping Tutorial]]<br />
** [[WA Training Zone]]<br />
** [[BlameThePixel]] <br />
** [[The Ultimate Site]]<br />
** [[WormsQuoteDatabase]]<br />
** [[innovatorsXtreme]]<br />
** [[:Category:Clans]]<br />
** [[People]]<br />
*** [[:Category:People]]<br />
*** Lots of other subpages (see parent article for table)<br />
<br />
=== Untree'd Articles ===<br />
* [[Resume Game]]<br />
* [[External Alpha Test License Agreement]]<br />
* [[WormNET (disambiguation)]]<br />
* [[Idea dump]]<br />
* [[4.0 Facts]]<br />
* [[Installing WA on Parallels Desktop 4.0]]<br />
* [[What You Can Do]]<br />
** [[Translation project]]<br />
** [[Worms Knowledge Base:Contributing]]<br />
<br />
== Tricks and Glitches articles ==<br />
<br />
* what it involves<br />
* how to do it<br />
* gameplay consequences<br />
<br />
{| border="0" class="sortable"<br />
|-<br />
! width="350" | trick (first gen)<br />
! width="100" | description?<br />
! width="100" | pictures/animations?<br />
! width="100" class="unsortable" |<br />
! width="100" | overall quality<br />
|-<br />
| [[Action Replays display different outcome]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <br />
! {{complete}}<br />
|-<br />
| [[Bazooka-Uzi trick]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Crashes when loading from Workbench]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Crashes on Workbench 1.3 systems]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Dynamite retreat can be altered in Action Replay]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Erratic rope behaviour]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Erratic Bungee]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Loading option sets whilst using BETONG ASNA or BOING cheat crashes the game]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Loading maps saved with DeluxePaint "Stencil" feature active crashes the game]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Unable to load option sets]]<br />
| <br />
| <br />
| <br />
! <br />
|}<br />
{| border="0" class="sortable"<br />
|-<br />
! width="350" | trick (second gen)<br />
! width="100" | description?<br />
! width="100" | pictures/animations?<br />
! width="100" | replay?<br />
! width="100" | overall quality<br />
|-<br />
| [[Alien glitch]]<br />
| {{complete}}<br />
| {{complete|Animation}}<br />
| {{complete}}<br />
! {{complete}}<br />
|-<br />
| [[Bazooka through wall]]<br />
| <br />
| {{complete|Still image}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Bungee from Jet Pack]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Chute flare]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Cow doubling glitch]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[CPU shot misprediction]]<br />
| <br />
| <br />
| {{complete}}<br />
!<br />
|-<br />
| [[Deadlock from Crate / Oil Drum floating on water]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Dud mine explosion]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Erratic proximity polling by a mobile Mine]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Floating weapon glitch]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Girdering an occupied location]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Gliding]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Idle weapon animation continues after turn end]]<br />
| <br />
| {{complete|Still image}}<br />
| {{complete}}<br />
! <br />
|-<br />
| [[Indian rope trick]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Instant Cluster Explosion]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Instant self-bounce/hit of a Ninja Rope weapon drop]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Jumping from Pneumatic Drill]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Kamikaze drowning glitch]]<br />
| <br />
| {{complete|Still image}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Launching multiple Super Sheep at the same time]]<br />
| <br />
| <span style="color:orange">youtube only</span><br />
| <br />
!<br />
|-<br />
| [[Longbow stops in mid-air]]<br />
| <br />
| {{complete|Still image}}<br />
| <span style="color:orange">needs rehosting</span><br />
!<br />
|-<br />
| [[Objects touching water no longer collide with land]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Pneumatic Drill malfunction]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Roofing]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Skipwalking]]<br />
| <br />
| <br />
| {{complete}}<br />
!<br />
|-<br />
| [[Slow-motion exploit]]<br />
| <br />
| <br />
| {{complete}}<br />
!<br />
|-<br />
| [[Super Sheep going through walls]]<br />
| <br />
| {{complete|Still image}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Teleport jump]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Vertical Longbow and Baseball Bat]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|}<br />
<br />
== Weapon articles ==<br />
<br />
* what it does<br />
* how to use it<br />
* finer strategies<br />
* minutia<br />
* animations/screenshots if appropriate...?<br />
<br />
{| border="0" class="sortable"<br />
|-<br />
! width="250" | weapon<br />
! width="100" | infobox?<br />
! width="100" | powerbox?<br />
! width="100" | description?<br />
! width="100" | tactics?<br />
! width="200" | overall quality<br />
|-<br />
| [[Air Strike]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Armageddon]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Banana Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Baseball Bat]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Battle Axe]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Bazooka]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Blowtorch]]<br />
| {{complete}}<br />
| <span style="color:orange">higher injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Bungee]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Cloned Sheep]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Cluster Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Concrete Donkey]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Crate Shower]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Crate Spy]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Damage x2]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Double Turn Time]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Dragon Ball]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Dynamite]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Earthquake]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Fast Walk]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Fire Punch]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Flamethrower]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Freeze]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Girder]]<br />
| {{complete}}<br />
| <span style="color:orange">other settings</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Girder Starter Pack]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Grenade]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Grenade Launcher]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Handgun]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Holy Hand Grenade]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Homing Airstrike]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Homing Cluster Bomb]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Homing Missile]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Homing Pigeon]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Indian Nuclear Test]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Invisibility]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Jet Pack]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Kamikaze]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:green">excellent</span><br />
| <span style="color:green">excellent</span><br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Laser Sight]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Longbow]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Low Gravity]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mad Cows]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mail Strike]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[MB Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mike's Carpet Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mine]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:green">excellent</span><br />
| <span style="color:green">excellent</span><br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Minigun]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mine Strike]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Ming Vase]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mole]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mole Squadron]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mortar]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Napalm Strike]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Ninja Rope]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Old Woman]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Parachute]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <br />
| <br />
|<br />
|-<br />
| [[Patsy's Magic Bullet]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Petrol Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">pieces of fire</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Pnuematic Drill]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Prod]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Salvation Army]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Scales of Justice]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Select Worm]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Sheep]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Sheep Launcher]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Sheep-on-a-Rope]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Sheep Strike (French Sheep Strike)]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Shotgun]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:green">excellent</span><br />
| <span style="color:green">excellent</span><br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Skunk]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Suicide Bomber]]<br />
| {{complete}}<br />
| <span style="color:green">confirm injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Super Banana Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Super Sheep (Aqua Sheep)]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Teleport]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Uzi]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|}<br />
<br />
== Scheme articles ==<br />
<br />
* Minimum standard for <span style="color:orange">'''adequate'''</span> rating:<br />
** Suitably comprehensive description, with rules and variations if applicable<br />
** Setup infobox with scheme download<br />
* If a scheme is largely devoid of strategy, the article need not have an entire section for it. Mentioning the lack of strategy (and covering what little strategy there is) is sufficient.<br />
<br />
{| border="0" class="sortable"<br />
|-<br />
! width="250" | scheme<br />
! width="100" | description?<br />
! width="100" | setup?<br />
! width="100" | strategy?<br />
! width="100" | history?<br />
! width="100" | replays?<br />
! width="100" | overall quality<br />
|-<br />
| [[Drown Syndrome]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Hysteria]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Ghost Knocking]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[One of Everything]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Russian Roulette]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Warmer]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[1rule]]<br />
| <span style="color:red">copyedit</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Battle Race]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Bazooka and Grenades]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:orange">more?</span><br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Boom Race]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Bow and Arrows]]<br />
| {{complete}}<br />
| <span style="color:orange">variants</span><br />
| <span style="color:orange">variants</span><br />
| {{complete}}<br />
| <span style="color:orange">variants</span><br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Bows and Clusters]]<br />
| <span style="color:orange">needs more</span><br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Bungee Race]]<br />
| <span style="color:orange">copyedit</span><br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Burning Girders]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Capture The Flag]]<br />
| <span style="color:red">stub</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Comet Dodging Race Wee]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[CrappyCr8s]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
| {{none}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Dabble and Fidget]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Elite]]<br />
| <span style="color:red">stub</span><br />
| <span style="color:orange">worms?</span><br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Fort]]<br />
| <span style="color:red">stub</span><br />
| <span style="color:orange">worms?</span><br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Holy war]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Intermediate]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Jetpack Race]]<br />
| <span style="color:orange">copyedit</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Mine Runner]]<br />
| <span style="color:orange">needs more</span><br />
| <span style="color:orange">no download</span><br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Mole Shopper]]<br />
| <span style="color:orange">needs more</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Mole Vaulting]]<br />
| <span style="color:red">stub</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Parachute Race]]<br />
| <span style="color:red">stub</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Rope Race]]<br />
| <span style="color:orange">copyedit</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Roper]]<br />
| <span style="color:red">stub</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[RubberWorm Mole Shopper]]<br />
| <span style="color:orange">needs more</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Sheeper]]<br />
| <span style="color:orange">copyedit</span><br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:orange">needs dating</span><br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Shopper]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Supersheeper]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Super Sheep Race]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Swimmer]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Team17 (scheme)]]<br />
| <span style="color:orange">needs more</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Team Wormtress]]<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Trench Warfare]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Tower Race]]<br />
| <span style="color:red">stub</span><br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Tube Trap]]<br />
| <span style="color:orange">limited</span><br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:orange">limited</span><br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Walk For Weapons]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Wall-X-Wall Shopper]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Wascar]]<br />
| {{none}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Worms Golf]]<br />
| <span style="color:red">stub</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Bricks]]<br />
| <br />
| {{complete}}<br />
| <br />
| {{complete}}<br />
| <br />
! <br />
|}<br />
<br />
== Software articles ==<br />
<br />
* ''Description'' should contain<br />
** what the program does<br />
** a list of the most significant features (or all of them if not too many)<br />
** a short userguide (or complete userguide if not too long)<br />
** limitations, and comparisons with alternatives<br />
* ''Future plans'' is considered complete if the article mentions that:<br />
** the program is obsolete or<br />
** the program is 'complete' and likely has no room for improvement or<br />
** the creator has stopped working on the program<br />
* ''History'' is considered complete if the article gives an approximate date of creation and mentions any major milestones in the program's history.<br />
<br />
{| border="0" class="sortable"<br />
|-<br />
! width="300" | program<br />
! width="100" | description?<br />
! width="100" | history?<br />
! width="100" | future plans? <br />
|-<br />
| [[Animated Grave Machine (WWP)]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Another Random Scheme Editor]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Anzas Minimizer]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Armageditor]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Automatic Installer]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[BIT Monkey]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[BRSolver]]<br />
| {{complete}}<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
|-<br />
| [[Caecilian]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[ChatSnatch]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Constipated Silkworm]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[CutWorm]]<br />
| <span style="color:orange">copyedit</span><br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Full Wormage Unlocker]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[LeetF*ck]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Map Theif]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[MapGEN]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[MapFix]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[MyWormNET]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Play Worms Armageddon on Linux]]<br />
| <span style="color:orange">needs rewrite</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[ProSnooper]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[ReplayEater]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Scheme Works]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[SchemeEddy]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Screen Lag]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Silkworm]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Solixa Worms]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[SoundEddy]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Super Snooper]]<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[TeamED]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
|-<br />
| [[Team17's official WormNET Snooper]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[The Architect]]<br />
| <span style="color:orange">needs more</span><br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[The Fiddler]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[The Tapometer]]<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[The Wheat Snooper]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[The Worminizer]]<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Thumbnail Shell Extension]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WA directory editor]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WAsP]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Water color editor]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Wedit95]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WormKit]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[ReplayShark]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
|-<br />
| [[RubberWorm]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[wkMagic Map Wizard]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WormMM]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Worms Armageddon Randomizer (WA:R)]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Worms Armageddon Recorded Game Organiser]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Worms Autogaming]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[WormsBackup]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Worms2 Option Editor]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WWPPipe]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WWP Trainer]]<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
|}<br />
<br />
== ReadMe articles ==<br />
<br />
* <s>Apparently SupSuper did some translation for the Portuguese version. Someone poke him.</s> Update: [[Talk:Worms_Armageddon_ReadMe_(Portuguese)|SupSuper seems to have lost his translation.]]<br />
<br />
{| border="0" width="100%"<br />
|-<br />
! Section<br />
! ''[[Template:Languages/Readme|Template]]''<br />
! [[{{WAreadmepage|en}}|English]]<br />
! [[{{WAreadmepage|fr}}|French]]<br />
! [[{{WAreadmepage|es}}|Spanish]]<br />
! [[{{WAreadmepage|ru}}|Russian]]<br />
! [[{{WAreadmepage|pt}}|Portuguese]]<br />
|-<br />
! Important License Information<br />
|<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
! Supplementary Beta Documentation<br />
|<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
!colspan="5"| Version History<br />
|-<br />
| 3.5 Beta 1<br />
| ''[[Template:Languages/3.5b1|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.5 Beta 2<br />
| ''[[Template:Languages/3.5b2|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.7<br />
| ''[[Template:Languages/3.6.19.7|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.11<br />
| ''[[Template:Languages/3.6.19.11|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.12<br />
| ''[[Template:Languages/3.6.19.12|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.14<br />
| ''[[Template:Languages/3.6.19.14|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.15<br />
| ''[[Template:Languages/3.6.19.15|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.17<br />
| ''[[Template:Languages/3.6.19.17|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.17a<br />
| ''[[Template:Languages/3.6.19.17a|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.18<br />
| ''[[Template:Languages/3.6.19.18|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.19<br />
| ''[[Template:Languages/3.6.19.19|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.20.1<br />
| ''[[Template:Languages/3.6.20.1|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.20.2<br />
| ''[[Template:Languages/3.6.20.2|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.20.3<br />
| ''[[Template:Languages/3.6.20.3|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.21.1<br />
| ''[[Template:Languages/3.6.21.1|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.21.2<br />
| ''[[Template:Languages/3.6.21.2|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.21.3<br />
| ''[[Template:Languages/3.6.21.3|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.22.1<br />
| ''[[Template:Languages/3.6.22.1|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.23.0<br />
| ''[[Template:Languages/3.6.23.0|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.23.1<br />
| ''[[Template:Languages/3.6.23.1|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.23.2<br />
| ''[[Template:Languages/3.6.23.2|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.24.1<br />
| ''[[Template:Languages/3.6.24.1|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.24.2<br />
| ''[[Template:Languages/3.6.24.2|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.25.1a<br />
| ''[[Template:Languages/3.6.25.1a|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.26.4<br />
| ''[[Template:Languages/3.6.26.4|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| incomplete<br />
| no<br />
|-<br />
| 3.6.26.5<br />
| ''[[Template:Languages/3.6.26.5|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| yes<br />
| no<br />
|-<br />
| 3.6.28.0<br />
| ''[[Template:Languages/3.6.28.0|Template]]''<br />
| yes (31)<br />
| yes<br />
| yes<br />
| yes<br />
| no<br />
|-<br />
| 3.6.29.0<br />
| ''[[Template:Languages/3.6.29.0|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| yes<br />
| no<br />
|-<br />
| 3.6.30.0<br />
| ''[[Template:Languages/3.6.30.0|Template]]''<br />
| yes<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.31.0<br />
| ''[[Template:Languages/3.6.31.0|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
! Installation<br />
|<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
! Known Issues/Bugs<br />
|<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
! Footnotes<br />
|<br />
| yes (31)<br />
| incomplete<br />
| yes (29)<br />
| no<br />
| no<br />
|-<br />
! Credits<br />
|<br />
| yes (31)<br />
| no<br />
| yes (29)<br />
| no<br />
| no<br />
|-<br />
! Bug Reporting<br />
|<br />
| yes (31)<br />
| no<br />
| yes (30)<br />
| no<br />
| no<br />
|-<br />
! Translation notes<br />
|<br />
| n/a<br />
| no<br />
| yes (29)<br />
| no<br />
| no<br />
|}<br />
<br />
(The number after "yes" indicates the version. 30 is for 3.6.30.0 , and so on)<br />
<br />
== Site maintenance ==<br />
<br />
* '''Things'''<br />
** [[Empty]]<br />
** [[Missing.html]]<br />
** [[Sandbox]]<br />
** '''Article Tree'''<br />
* '''Templates''' [http://worms2d.info/?title=Special%3AAllpages&from=&namespace=10]<br />
** Software visuals<br />
*** [[Template:Gap]]<br />
*** [[Template:Software]]<br />
** Protected page reassurance<br />
*** [[Template:Safe1]]<br />
** Downloads<br />
*** Replays<br />
**** [[Template:ReplayBox]]<br />
**** [[Template:ReplayBox2]]<br />
*** Schemes<br />
**** [[Template:Game setup]]<br />
**** [[Template:Map example]]<br />
*** Other<br />
**** [[Template:WWPDownloadLink]]<br />
**** [[Template:WADownloadLink]]<br />
** Text savers<br />
*** [[Template:OS install guide]]<br />
*** [[Template:NT install guide]]<br />
*** [[Template:IRC guide]]<br />
*** [[Template:Highlight]]<br />
*** [[Template:Lowlight]]<br />
** Infoboxes<br />
*** [[Template:Software infobox]]<br />
*** [[Template:Release infobox]]<br />
*** [[Template:Website]]<br />
*** Weapon infoboxes<br />
**** [[Template:Power]] &amp; [[Template:Power-end]]<br />
**** [[Template:Power-super]]<br />
**** [[Template:Weapon]]<br />
** Notability templates<br />
*** [[Template:SchemeNotability1]]<br />
*** [[Template:SchemeRemoved]]<br />
** Misc<br />
*** [[Template:lowercase title]]<br />
*** [[Template:Navimg]]<br />
*** [[Template:ParentArticle]]<br />
*** [[Template:Stub]]<br />
*** [[Template:Unsigned]]<br />
*** [[Template:!]]<br />
*** [[Template:Test]] ''for testing templates''<br />
*** [[Template:Todo]]<br />
*** [[Template:Shortcut]]<br />
*** [[Template:Wormopaedia]]</div>Melonhttps://worms2d.info/?title=Game_logic&diff=21691Game logic2012-09-19T13:23:30Z<p>Melon: /* Common information */ Added Explosion Bias. Also, someone come up with a sensible way to sort the list on this page!</p>
<hr />
<div>{{ParentArticle|[[Worms 2]], [[Worms Armageddon]], [[Worms World Party]], [[Worms]], or [[Worms: The Directors Cut]]}}<br />
__NOTOC__<br />
== Common information ==<br />
* [[Tricks and glitches (second generation)]]<br />
* [[Tricks and glitches (first generation)]]<br />
* [[Cheats (first generation)]]<br />
{{gap}}<br />
* [[Weapons]]<br />
* [[Automatically selected weapons]]<br />
* [[Animal Jumping]]<br />
* [[Crate Probability]]<br />
* [[Explosion Bias]]<br />
* [[Wind]]<br />
* [[Fall Damage]]<br />
* [[Sudden Death]]<br />
* [[Poison]]<br />
{{gap}}<br />
* [[:Category:Miscellaneous research notes|Miscellaneous research notes]]<br />
{{gap}}<br />
* [[Team scores]]<br />
* [[Post-game awards]]<br />
* [[Missions]]<br />
* [[Soundbanks]]<br />
* [[Soundbanks (first generation, Amiga)]]<br />
* [[Backgrounds]]<br />
<br />
== Game-specific information (second generation) ==<br />
=== [[Image:Worms2_icon_orig.gif|14px]] Worms 2 ===<br />
* [[Options file settings]]<br />
* [[Weapons file settings]]<br />
* [[Frontend structure (Worms 2)|Frontend structure]]<br />
<br />
* [[Network protocol (Worms 2)|Network protocol]]<br />
* [[WormNET (Worms 2)|WormNET]]<br />
<br />
=== [[Image:WA_icon.png|14px]] Worms Armageddon ===<br />
* [[Version emulation]]<br />
* [[TestStuff]]<br />
* [[BattyRope]]<br />
* [[150% speed]]<br />
* [[WA versions list]]<br />
<br />
* [[Frontend structure (Worms Armageddon)|Frontend structure]]<br />
* [[WA character table]]<br />
* [[WormNET flags]]<br />
<br />
* [[Network protocol (Worms Armageddon)|Network protocol]]<br />
* [[WormNET (Worms Armageddon)|WormNET]]<br />
<br />
=== [[Image:WWP_icon.png|14px]] Worms World Party ===<br />
* [[Frontend structure (Worms World Party)|Frontend structure]]<br />
* [[Frontend structure (WWP Dreamcast)|Frontend structure (Dreamcast version)]]<br />
* [[Frontend structure (WWP GBA)|Frontend structure (Gameboy Advance version)]]<br />
<br />
* [[Wormpot]]<br />
<br />
* [[Network protocol (Worms World Party)|Network protocol]]<br />
* [[WormNET2]]<br />
<br />
== Game-specific information (first generation) ==<br />
<br />
=== [[Image:Icon_worms.gif|14px]] Worms ===<br />
* [[Frontend structure (Worms Amiga)|Frontend structure (Amiga and CD32 versions)]]<br />
* [[Frontend structure (Worms MS-DOS/PSone)|Frontend structure (MS-DOS and PlayStation versions)]]<br />
* [[Frontend structure (Worms SNES/MegaDrive)|Frontend structure (Super Nintendo and Sega MegaDrive/Genesis versions)]]<br />
* [[Frontend structure (Worms Game Boy)|Frontend structure (Game Boy version)]]<br />
<br />
=== [[Image:Wormsdc_icon.png|14px]] Worms: The Director's Cut ===<br />
* [[Frontend structure (WormsDC)|Frontend structure]]<br />
* [[Options file settings (WormsDC)|Options file settings]]<br />
* [[List of weapon names in Monkey Mode]]<br />
<br />
== See also ==<br />
* [[File formats]]</div>Melonhttps://worms2d.info/?title=Explosion_Bias&diff=21690Explosion Bias2012-09-19T13:21:47Z<p>Melon: Created page with "{{ParentArticle|Game logic}} '''Expolsion Bias''' is the name given to the feature that lowers the centre point of an explosion in order to make worms fly up into the air wh..."</p>
<hr />
<div>{{ParentArticle|[[Game logic]]}}<br />
<br />
'''Expolsion Bias''' is the name given to the feature that lowers the centre point of an explosion in order to make worms fly up into the air when the weapon detonates on their head. This was an editable property of each weapon in [[Worms 2]], however the ability to edit this was removed in future games.<br />
<br />
== Worms 2 ==<br />
<br />
The following is a list of the default values for all weapons in Worms 2 that had a bias of more than 0%. Note that it was not possible to view or edit the properties of super weapons, and as such they are missing from this table:<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Weapon<br />
!Explosion bias<br />
|-<br />
| [[Air Strike]] || 50%<br />
|-<br />
| [[Banana Bomb]] || 50%<br />
|-<br />
| [[Cluster Bomb]] || 10%<br />
|-<br />
| [[Dynamite]] || 50%<br />
|-<br />
| [[Grenade]] || 10%<br />
|-<br />
| [[Handgun]] || 5%<br />
|-<br />
| [[Holy Hand Grenade]] || 75%<br />
|-<br />
| [[Homing Air Strike]] || 15%<br />
|-<br />
| [[Homing Pigeon]] || 25%<br />
|-<br />
| [[Homing Missile]] || 5%<br />
|-<br />
| [[Mad Cow]] || 50%<br />
|-<br />
| [[Mail Strike]] || 10%<br />
|-<br />
| [[Mine]] || 50%<br />
|-<br />
| [[Minigun]] || 20%<br />
|-<br />
| [[Mortar]] || 25%<br />
|-<br />
| [[Old Woman]] || 15%<br />
|-<br />
| [[Priceless Ming Vase]] || 50%<br />
|-<br />
| [[Sheep]] || 50%<br />
|-<br />
| [[Shotgun]] || 5%<br />
|-<br />
| [[Super Banana Bomb]] || 75%<br />
|-<br />
| [[Super Sheep]] || 50%<br />
|-<br />
| [[Uzi]] || 5%<br />
|}<br />
<br />
== Worms Armageddon and Worms World Party ==<br />
<br />
It is unknown if any of the values in the above table have been changed for these games as they are not viewable. However, below is a list of weapons that have enough explosion bias to cause a worm to fly into the air when they explode on top of a worm's head:<br />
<br />
* [[Air Strike]]<br />
* [[Banana Bomb]] (but ''not'' the [[Super Banana Bomb]])<br />
* [[Dynamite]]<br />
* [[Holy Hand Grenade]]<br />
* [[Mine]]<br />
* [[Priceless Ming Vase]]<br />
* [[Sheep]] (but ''not'' the [[Super Sheep]])<br />
<br />
{{todo|Thoroughly investigate every weapon in WA (and WWP)}}</div>Melonhttps://worms2d.info/?title=Instant_Cluster_Explosion&diff=21689Instant Cluster Explosion2012-09-19T12:52:38Z<p>Melon: Clarification that this is not the same thing as placing a bomb directly underneath a worm, which also causes instant cluster explosions</p>
<hr />
<div>{{ParentArticle|[[Tricks and glitches (Second generation)]]}}<br />
This glitch is only present in [[Worms 2]], and was fixed in the version 1.01 patch.<br />
<br />
Standing on top of a worm and dropping a [[Cluster Bomb]] or [[Banana Bomb]] onto their head would cause all of the clusters to immediately detonate, causing huge damage. A similar trick could be pulled off with the [[Mortar]] by standing on a worm's head and firing it directly upwards on an island map, which would cause the mortar to come straight back down to where it was fired and cause the same cluster glitch.<br />
<br />
This glitch is not the same thing as placing a Cluster Bomb or Banana Bomb directly underneath an enemy worm, which will also cause all of the clusters to detonate immediately, as this glitch occurred when the weapons were placed above the worm.<br />
<br />
== Related Patch Notes ==<br />
From the v1.01 patch notes for Worms 2:<br />
* Modification to Cluster Code to prevent Cluster Bomb 'abuse'. Fixes problem of Clusters exploding at once, thus killing a Worm in a single go. Works for all cluster-based weapons (Clusters, Banana Bomb, Mortar Etc).<br />
* It's now impossible to fire the Mortar directly upwards. This is to prevent abuse as exhibited by a number of lily-livered players!</div>Melonhttps://worms2d.info/?title=Instant_Cluster_Explosion&diff=21688Instant Cluster Explosion2012-09-19T12:47:03Z<p>Melon: Finally, it's all been made clear. Special thanks to Muzer.</p>
<hr />
<div>{{ParentArticle|[[Tricks and glitches (Second generation)]]}}<br />
This glitch is only present in [[Worms 2]], and was fixed in the version 1.01 patch.<br />
<br />
Standing on top of a worm and dropping a [[Cluster Bomb]] or [[Banana Bomb]] onto their head would cause all of the clusters to immediately detonate, causing huge damage. A similar trick could be pulled off with the [[Mortar]] by standing on a worm's head and firing it directly upwards on an island map, which would cause the mortar to come straight back down to where it was fired and cause the same cluster glitch.<br />
<br />
== Related Patch Notes ==<br />
From the v1.01 patch notes for Worms 2:<br />
* Modification to Cluster Code to prevent Cluster Bomb 'abuse'. Fixes problem of Clusters exploding at once, thus killing a Worm in a single go. Works for all cluster-based weapons (Clusters, Banana Bomb, Mortar Etc).<br />
* It's now impossible to fire the Mortar directly upwards. This is to prevent abuse as exhibited by a number of lily-livered players!</div>Melonhttps://worms2d.info/?title=Tricks_and_glitches_(second_generation)&diff=21687Tricks and glitches (second generation)2012-09-19T12:40:21Z<p>Melon: Moved instant cluster explosion to fixed section</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 />
<br />
==Fixed glitches==<br />
These glitches have been fixed in [[Beta 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>Melonhttps://worms2d.info/?title=Article_melioration_and_assessment&diff=21686Article melioration and assessment2012-09-19T12:37:54Z<p>Melon: Cluster bomb head explosion --> Instant cluster explosion. Also removed from task list</p>
<hr />
<div>{{Shortcut|[[ama]]}}<br />
: '''The purpose of this page is to co-ordinate editing of the WKB.'''<br />
: Every page on the WKB is listed here.<br />
: There is still a lot of content that needs improving.<br />
: If you can think of anything that needs doing, no matter how small, add it to the task list below.<br />
<br />
Sadly there's only like, three people who edit this wiki any more. Ideas:<br />
* beat people with sticks<br />
* forum posts - get this wiki some exposure<br />
<br />
== Task list ==<br />
<br />
* Poke SupSuper about that readme<br />
* [[WA Mission Customization Guide]] Add laymen's guide to editing missions (who knows anything about this?? drop names on the talk page please.<br />
* [[Post-game awards (Worms Armageddon)]] add info<br />
<br />
== Articles with to-do lists ==<br />
<br />
(This is a dynamic list, to add an article to the list, use the todo template.)<br />
<DPL><br />
category = Articles with to-do lists<br />
</DPL><br />
<br />
== Articles that need updating in the event of a Beta release ==<br />
<br />
* [[Template:LatestBeta]] and [[Template:LatestBetaRelease]]<br />
** [[Template:LatestBetaRelease/fr]]<br />
* [[Beta updates (Worms Armageddon)]]<br />
* [[Worms Armageddon ReadMe (English)]]<br />
** [[Template:WA_VersionHistory/core]]<br />
* [[Troubleshooting FAQ]] and all its translations (remarks related to current and next Beta)<br />
* [[WormKit]] (add/adjust [[Template:wkIncompatible]] warnings)<br />
* [[WormNET statistics]]<br />
<br />
== Articles ==<br />
<br />
=== Games ===<br />
* '''[[Worms Armageddon]]'''<br />
** [[Beta updates (Worms Armageddon)]]<br />
** [[Patch (Worms Armageddon)]]<br />
** [[Network protocol (Worms Armageddon)]]<br />
** [[Guides, FAQs, and ReadMes]]<br />
*** [[Worms Armageddon Manual]]<br />
**** [[Manual errata]]<br />
*** [[Troubleshooting FAQ]]<br />
*** [[WA Mission Customization Guide]]<br />
*** [[Mission walkthrough (Worms Armageddon)]]<br />
*** [[In-game controls]]<br />
*** [[Map Editor Guide]]<br />
*** [[Using WormNET]]<br />
*** [[Hosting Guide]]<br />
**** [[HostingBuddy]]<br />
*** [[Running WA without the CD]]<br />
*** [[Emulating Worms Armageddon]]<br />
*** [[Installing WA on VMware Player]]<br />
*** [[Installing WA on VirtualBox]]<br />
*** [[Installing WA on Virtual PC]]<br />
*** [[Installing WA on Windows]]<br />
**** '''See also [[Article Tree#ReadMe articles|ReadMe section below for list]]'''<br />
* '''[[Worms 2]]'''<br />
** [[Patch (Worms 2)]]<br />
* '''[[Worms World Party]]'''<br />
** [[Patch (Worms World Party)]]<br />
* '''[[Worms]]'''<br />
** [[Oh Yes... More Worms!]]<br />
** [[WormsShell]]<br />
* '''[[Worms: The Directors Cut]]'''<br />
** [[Patch (WormsDC)]]<br />
** [[Guildhall Leisure release (WormsDC)]]<br />
** [[WormPrefs]]<br />
** [[Customisation (WormsDC)]]<br />
* '''[[Releases]]'''<br />
** [[Worms: Полный Боекомплект]]<br />
** [[Worms Triple Pack]]<br />
** [[Green Pepper release (Worms Armageddon)]]<br />
** [[Total Insanity 2]]<br />
** [[European release (Worms Armageddon)]]<br />
** [[American release (Worms Armageddon)]]<br />
** [[Sold-Out Software release (Worms Armageddon)]]<br />
** [[Armageddon Collection]]<br />
** [[Hasbro "Best Of" release (Worms 2)]]<br />
** [[American release (Worms 2)]]<br />
==== Concepts ====<br />
* '''[[Worms Unlimited]]'''<br />
** [[Editors]]<br />
*** [[Weapons Editor]]<br />
*** [[Map Editor]]<br />
*** [[Game Editor]]<br />
*** [[Other Editors]]<br />
*** [[Editor Specifics]]<br />
** [[Interface]]<br />
** [[WormNET (Worms Unlimited)]]<br />
** [[Real Time Worms]]<br />
** [[Concept Images]]<br />
** [[Weapons (Worms Unlimited)]]<br />
*** [[Boomerang]]<br />
*** [[Bowling Ball]]<br />
*** [[Frisbee]]<br />
*** [[Radiation Bomb]]<br />
*** [[Stone]]<br />
*** [[Disc Launcher]]<br />
*** [[Freeze Ray]]<br />
*** [[Gamma Gun]]<br />
*** [[Glue Gun]]<br />
*** [[Laser Gun]]<br />
*** [[Air Pump]]<br />
*** [[Bite]]<br />
*** [[Cricket Bat]]<br />
*** [[Cannibalism]]<br />
*** [[Pick Pocket]]<br />
*** [[Tazer]]<br />
*** [[Alien Invasion]]<br />
*** [[Ozone Hole]]<br />
*** [[Chicken]]<br />
*** [[Eagle]]<br />
*** [[Rhino]]<br />
*** [[Alien Abduction]]<br />
*** [[Crevice]]<br />
*** [[Lightning Strike]]<br />
*** [[Telekinetic Prod]]<br />
*** [[Tornado]]<br />
*** [[Anvil]]<br />
*** [[Beehive]]<br />
*** [[Self-replicating Mine]]<br />
*** [[Sentry Gun]]<br />
*** [[Bunker]]<br />
*** [[Cement]]<br />
*** [[Security Door]]<br />
*** [[Invisible Girder]]<br />
*** [[Teleport Inhibitor]]<br />
*** [[Back to the Future]]<br />
*** [[Boat]]<br />
*** [[Catapult]]<br />
*** [[Evacuation]]<br />
*** [[Hang-glider]]<br />
*** [[Harness]]<br />
*** [[History Eraser]]<br />
*** [[Hot Air Balloon]]<br />
*** [[Magic Carpet]]<br />
*** [[Object Teleport]]<br />
*** [[Super Teleport]]<br />
*** [[Trampoline]]<br />
*** [[BulletTime (Matrix Slow-Motion)]]<br />
*** [[Fan]]<br />
*** [[Health Jab]]<br />
*** [[Mitosis]]<br />
*** [[Protective Suit]]<br />
*** [[Reinforcement Worm]]<br />
*** [[Resurrector]]<br />
*** [[Shield]]<br />
<br />
=== Information ===<br />
* '''[[Game logic]]'''<br />
** [[WormNET flags]]<br />
** [[Crate Probability]]<br />
** [[Automatically selected weapons]]<br />
** [[Frontend structure (Worms Armageddon)]]<br />
** [[Frontend structure (WWP GBA)]]<br />
** [[WA character table]]<br />
** [[Wormpot]]<br />
** [[List of weapon names in Monkey Mode]]<br />
** [[Post-game awards (Worms Armageddon)]]<br />
** [[Wind]]<br />
** [[Sudden Death]]<br />
** [[Physics Engine]]<br />
*** [[Worm Walking]]<br />
** [[WormNET (Worms Armageddon)]]<br />
*** [[Etiquette]]<br />
** [[Tricks and glitches (First generation)]]<br />
** [[Tricks and glitches (Second generation)]]<br />
*** '''See [[#Tricks and Glitches articles|Tricks and Glitches section below for list]]'''<br />
** [[Weapons]]<br />
*** '''See [[#Weapon articles|Weapon section below for list]]'''<br />
* '''[[File formats]]'''<br />
** [[Graphics directory]]<br />
** [[Image file]]<br />
** [[Palette file]]<br />
** [[Monochrome map (.bit, .lev)]]<br />
** [[Monochrome map (Worms 2)]]<br />
** [[Colour map]]<br />
*** [[Standard proportion map sizes]]<br />
** [[Custom team flag]]<br />
** [[Custom team grave]]<br />
** [[Team file]]<br />
** [[Game scheme file]]<br />
** [[Worms Armageddon mission file]]<br />
** [[Game configuration]]<br />
** [[Replay file]]<br />
** [[Colour map (First generation)]]<br />
** [[Monochrome map (First generation)]]<br />
** [[Land Data file]]<br />
** [[Soundbanks]]<br />
* '''[[Software]]'''<br />
** '''See [[#Software articles|Software section below for list]]'''<br />
* '''[[Schemes]]'''<br />
** '''See [[#Scheme articles|Scheme section below for list]]'''<br />
* '''[[Community]]'''<br />
** [[Team17 forums]]<br />
** [[First Blood]]<br />
** [[Worms Map Database]]<br />
** [[RRkit]]<br />
** [[The Challenge Base]]<br />
** [[Worms Clan Council]]<br />
** [[The People's League]]<br />
** [[Dream17]]<br />
** #[[worms on GameSurge]]<br />
** #[[blamethepixel on DeviantArt]]<br />
** [[Team17]]<br />
** [[RopeRacing for Dummies]]<br />
** [[Homebrew Worm Designs]]<br />
** [[Worm Olympics]]<br />
** [[Worst Shot Ever]]<br />
** [[TriX Files]]<br />
** [[X-Worms]]<br />
** [[Xpert Roping Tutorial]]<br />
** [[WA Training Zone]]<br />
** [[BlameThePixel]] <br />
** [[The Ultimate Site]]<br />
** [[WormsQuoteDatabase]]<br />
** [[innovatorsXtreme]]<br />
** [[:Category:Clans]]<br />
** [[People]]<br />
*** [[:Category:People]]<br />
*** Lots of other subpages (see parent article for table)<br />
<br />
=== Untree'd Articles ===<br />
* [[Resume Game]]<br />
* [[External Alpha Test License Agreement]]<br />
* [[WormNET (disambiguation)]]<br />
* [[Idea dump]]<br />
* [[4.0 Facts]]<br />
* [[Installing WA on Parallels Desktop 4.0]]<br />
* [[What You Can Do]]<br />
** [[Translation project]]<br />
** [[Worms Knowledge Base:Contributing]]<br />
<br />
== Tricks and Glitches articles ==<br />
<br />
* what it involves<br />
* how to do it<br />
* gameplay consequences<br />
<br />
{| border="0" class="sortable"<br />
|-<br />
! width="350" | trick (first gen)<br />
! width="100" | description?<br />
! width="100" | pictures/animations?<br />
! width="100" class="unsortable" |<br />
! width="100" | overall quality<br />
|-<br />
| [[Action Replays display different outcome]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <br />
! {{complete}}<br />
|-<br />
| [[Bazooka-Uzi trick]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Crashes when loading from Workbench]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Crashes on Workbench 1.3 systems]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Dynamite retreat can be altered in Action Replay]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Erratic rope behaviour]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Erratic Bungee]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Loading option sets whilst using BETONG ASNA or BOING cheat crashes the game]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Loading maps saved with DeluxePaint "Stencil" feature active crashes the game]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Unable to load option sets]]<br />
| <br />
| <br />
| <br />
! <br />
|}<br />
{| border="0" class="sortable"<br />
|-<br />
! width="350" | trick (second gen)<br />
! width="100" | description?<br />
! width="100" | pictures/animations?<br />
! width="100" | replay?<br />
! width="100" | overall quality<br />
|-<br />
| [[Alien glitch]]<br />
| {{complete}}<br />
| {{complete|Animation}}<br />
| {{complete}}<br />
! {{complete}}<br />
|-<br />
| [[Bazooka through wall]]<br />
| <br />
| {{complete|Still image}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Bungee from Jet Pack]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Chute flare]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Cow doubling glitch]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[CPU shot misprediction]]<br />
| <br />
| <br />
| {{complete}}<br />
!<br />
|-<br />
| [[Deadlock from Crate / Oil Drum floating on water]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Dud mine explosion]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Erratic proximity polling by a mobile Mine]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Floating weapon glitch]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Girdering an occupied location]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Gliding]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Idle weapon animation continues after turn end]]<br />
| <br />
| {{complete|Still image}}<br />
| {{complete}}<br />
! <br />
|-<br />
| [[Indian rope trick]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Instant Cluster Explosion]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Instant self-bounce/hit of a Ninja Rope weapon drop]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Jumping from Pneumatic Drill]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Kamikaze drowning glitch]]<br />
| <br />
| {{complete|Still image}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Launching multiple Super Sheep at the same time]]<br />
| <br />
| <span style="color:orange">youtube only</span><br />
| <br />
!<br />
|-<br />
| [[Longbow stops in mid-air]]<br />
| <br />
| {{complete|Still image}}<br />
| <span style="color:orange">needs rehosting</span><br />
!<br />
|-<br />
| [[Objects touching water no longer collide with land]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Pneumatic Drill malfunction]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Roofing]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Skipwalking]]<br />
| <br />
| <br />
| {{complete}}<br />
!<br />
|-<br />
| [[Slow-motion exploit]]<br />
| <br />
| <br />
| {{complete}}<br />
!<br />
|-<br />
| [[Super Sheep going through walls]]<br />
| <br />
| {{complete|Still image}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Teleport jump]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Vertical Longbow and Baseball Bat]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|}<br />
<br />
== Weapon articles ==<br />
<br />
* what it does<br />
* how to use it<br />
* finer strategies<br />
* minutia<br />
* animations/screenshots if appropriate...?<br />
<br />
{| border="0" class="sortable"<br />
|-<br />
! width="250" | weapon<br />
! width="100" | infobox?<br />
! width="100" | powerbox?<br />
! width="100" | description?<br />
! width="100" | tactics?<br />
! width="200" | overall quality<br />
|-<br />
| [[Air Strike]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Armageddon]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Banana Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Baseball Bat]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Battle Axe]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Bazooka]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Blowtorch]]<br />
| {{complete}}<br />
| <span style="color:orange">higher injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Bungee]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Cloned Sheep]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Cluster Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Concrete Donkey]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Crate Shower]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Crate Spy]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Damage x2]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Double Turn Time]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Dragon Ball]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Dynamite]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Earthquake]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Fast Walk]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Fire Punch]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Flamethrower]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Freeze]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Girder]]<br />
| {{complete}}<br />
| <span style="color:orange">other settings</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Girder Starter Pack]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Grenade]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Grenade Launcher]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Handgun]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Holy Hand Grenade]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Homing Airstrike]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Homing Cluster Bomb]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Homing Missile]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Homing Pigeon]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Indian Nuclear Test]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Invisibility]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Jet Pack]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Kamikaze]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:green">excellent</span><br />
| <span style="color:green">excellent</span><br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Laser Sight]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Longbow]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Low Gravity]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mad Cows]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mail Strike]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[MB Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mike's Carpet Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mine]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:green">excellent</span><br />
| <span style="color:green">excellent</span><br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Minigun]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mine Strike]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Ming Vase]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mole]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mole Squadron]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mortar]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Napalm Strike]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Ninja Rope]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Old Woman]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Parachute]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <br />
| <br />
|<br />
|-<br />
| [[Patsy's Magic Bullet]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Petrol Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">pieces of fire</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Pnuematic Drill]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Prod]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Salvation Army]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Scales of Justice]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Select Worm]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Sheep]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Sheep Launcher]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Sheep-on-a-Rope]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Sheep Strike (French Sheep Strike)]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Shotgun]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:green">excellent</span><br />
| <span style="color:green">excellent</span><br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Skunk]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Suicide Bomber]]<br />
| {{complete}}<br />
| <span style="color:green">confirm injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Super Banana Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Super Sheep (Aqua Sheep)]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Teleport]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Uzi]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|}<br />
<br />
== Scheme articles ==<br />
<br />
* Minimum standard for <span style="color:orange">'''adequate'''</span> rating:<br />
** Suitably comprehensive description, with rules and variations if applicable<br />
** Setup infobox with scheme download<br />
* If a scheme is largely devoid of strategy, the article need not have an entire section for it. Mentioning the lack of strategy (and covering what little strategy there is) is sufficient.<br />
<br />
{| border="0" class="sortable"<br />
|-<br />
! width="250" | scheme<br />
! width="100" | description?<br />
! width="100" | setup?<br />
! width="100" | strategy?<br />
! width="100" | history?<br />
! width="100" | replays?<br />
! width="100" | overall quality<br />
|-<br />
| [[Drown Syndrome]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Hysteria]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Ghost Knocking]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[One of Everything]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Russian Roulette]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Warmer]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[1rule]]<br />
| <span style="color:red">copyedit</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Battle Race]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Bazooka and Grenades]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:orange">more?</span><br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Boom Race]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Bow and Arrows]]<br />
| {{complete}}<br />
| <span style="color:orange">variants</span><br />
| <span style="color:orange">variants</span><br />
| {{complete}}<br />
| <span style="color:orange">variants</span><br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Bows and Clusters]]<br />
| <span style="color:orange">needs more</span><br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Bungee Race]]<br />
| <span style="color:orange">copyedit</span><br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Burning Girders]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Capture The Flag]]<br />
| <span style="color:red">stub</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Comet Dodging Race Wee]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[CrappyCr8s]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
| {{none}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Dabble and Fidget]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Elite]]<br />
| <span style="color:red">stub</span><br />
| <span style="color:orange">worms?</span><br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Fort]]<br />
| <span style="color:red">stub</span><br />
| <span style="color:orange">worms?</span><br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Holy war]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Intermediate]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Jetpack Race]]<br />
| <span style="color:orange">copyedit</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Mine Runner]]<br />
| <span style="color:orange">needs more</span><br />
| <span style="color:orange">no download</span><br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Mole Shopper]]<br />
| <span style="color:orange">needs more</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Mole Vaulting]]<br />
| <span style="color:red">stub</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Parachute Race]]<br />
| <span style="color:red">stub</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Rope Race]]<br />
| <span style="color:orange">copyedit</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Roper]]<br />
| <span style="color:red">stub</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[RubberWorm Mole Shopper]]<br />
| <span style="color:orange">needs more</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Sheeper]]<br />
| <span style="color:orange">copyedit</span><br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:orange">needs dating</span><br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Shopper]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Supersheeper]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Super Sheep Race]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Swimmer]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Team17 (scheme)]]<br />
| <span style="color:orange">needs more</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Team Wormtress]]<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Trench Warfare]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Tower Race]]<br />
| <span style="color:red">stub</span><br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Tube Trap]]<br />
| <span style="color:orange">limited</span><br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:orange">limited</span><br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Walk For Weapons]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Wall-X-Wall Shopper]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Wascar]]<br />
| {{none}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Worms Golf]]<br />
| <span style="color:red">stub</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Bricks]]<br />
| <br />
| {{complete}}<br />
| <br />
| {{complete}}<br />
| <br />
! <br />
|}<br />
<br />
== Software articles ==<br />
<br />
* ''Description'' should contain<br />
** what the program does<br />
** a list of the most significant features (or all of them if not too many)<br />
** a short userguide (or complete userguide if not too long)<br />
** limitations, and comparisons with alternatives<br />
* ''Future plans'' is considered complete if the article mentions that:<br />
** the program is obsolete or<br />
** the program is 'complete' and likely has no room for improvement or<br />
** the creator has stopped working on the program<br />
* ''History'' is considered complete if the article gives an approximate date of creation and mentions any major milestones in the program's history.<br />
<br />
{| border="0" class="sortable"<br />
|-<br />
! width="300" | program<br />
! width="100" | description?<br />
! width="100" | history?<br />
! width="100" | future plans? <br />
|-<br />
| [[Animated Grave Machine (WWP)]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Another Random Scheme Editor]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Anzas Minimizer]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Armageditor]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Automatic Installer]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[BIT Monkey]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[BRSolver]]<br />
| {{complete}}<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
|-<br />
| [[Caecilian]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[ChatSnatch]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Constipated Silkworm]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[CutWorm]]<br />
| <span style="color:orange">copyedit</span><br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Full Wormage Unlocker]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[LeetF*ck]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Map Theif]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[MapGEN]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[MapFix]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[MyWormNET]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Play Worms Armageddon on Linux]]<br />
| <span style="color:orange">needs rewrite</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[ProSnooper]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[ReplayEater]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Scheme Works]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[SchemeEddy]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Screen Lag]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Silkworm]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Solixa Worms]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[SoundEddy]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Super Snooper]]<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[TeamED]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
|-<br />
| [[Team17's official WormNET Snooper]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[The Architect]]<br />
| <span style="color:orange">needs more</span><br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[The Fiddler]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[The Tapometer]]<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[The Wheat Snooper]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[The Worminizer]]<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Thumbnail Shell Extension]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WA directory editor]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WAsP]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Water color editor]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Wedit95]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WormKit]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[ReplayShark]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
|-<br />
| [[RubberWorm]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[wkMagic Map Wizard]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WormMM]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Worms Armageddon Randomizer (WA:R)]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Worms Armageddon Recorded Game Organiser]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Worms Autogaming]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[WormsBackup]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Worms2 Option Editor]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WWPPipe]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WWP Trainer]]<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
|}<br />
<br />
== ReadMe articles ==<br />
<br />
* <s>Apparently SupSuper did some translation for the Portuguese version. Someone poke him.</s> Update: [[Talk:Worms_Armageddon_ReadMe_(Portuguese)|SupSuper seems to have lost his translation.]]<br />
<br />
{| border="0" width="100%"<br />
|-<br />
! Section<br />
! ''[[Template:Languages/Readme|Template]]''<br />
! [[{{WAreadmepage|en}}|English]]<br />
! [[{{WAreadmepage|fr}}|French]]<br />
! [[{{WAreadmepage|es}}|Spanish]]<br />
! [[{{WAreadmepage|ru}}|Russian]]<br />
! [[{{WAreadmepage|pt}}|Portuguese]]<br />
|-<br />
! Important License Information<br />
|<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
! Supplementary Beta Documentation<br />
|<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
!colspan="5"| Version History<br />
|-<br />
| 3.5 Beta 1<br />
| ''[[Template:Languages/3.5b1|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.5 Beta 2<br />
| ''[[Template:Languages/3.5b2|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.7<br />
| ''[[Template:Languages/3.6.19.7|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.11<br />
| ''[[Template:Languages/3.6.19.11|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.12<br />
| ''[[Template:Languages/3.6.19.12|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.14<br />
| ''[[Template:Languages/3.6.19.14|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.15<br />
| ''[[Template:Languages/3.6.19.15|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.17<br />
| ''[[Template:Languages/3.6.19.17|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.17a<br />
| ''[[Template:Languages/3.6.19.17a|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.18<br />
| ''[[Template:Languages/3.6.19.18|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.19.19<br />
| ''[[Template:Languages/3.6.19.19|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.20.1<br />
| ''[[Template:Languages/3.6.20.1|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.20.2<br />
| ''[[Template:Languages/3.6.20.2|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.20.3<br />
| ''[[Template:Languages/3.6.20.3|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.21.1<br />
| ''[[Template:Languages/3.6.21.1|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.21.2<br />
| ''[[Template:Languages/3.6.21.2|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.21.3<br />
| ''[[Template:Languages/3.6.21.3|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.22.1<br />
| ''[[Template:Languages/3.6.22.1|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.23.0<br />
| ''[[Template:Languages/3.6.23.0|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.23.1<br />
| ''[[Template:Languages/3.6.23.1|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.23.2<br />
| ''[[Template:Languages/3.6.23.2|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.24.1<br />
| ''[[Template:Languages/3.6.24.1|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.24.2<br />
| ''[[Template:Languages/3.6.24.2|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.25.1a<br />
| ''[[Template:Languages/3.6.25.1a|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
| 3.6.26.4<br />
| ''[[Template:Languages/3.6.26.4|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| incomplete<br />
| no<br />
|-<br />
| 3.6.26.5<br />
| ''[[Template:Languages/3.6.26.5|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| yes<br />
| no<br />
|-<br />
| 3.6.28.0<br />
| ''[[Template:Languages/3.6.28.0|Template]]''<br />
| yes (31)<br />
| yes<br />
| yes<br />
| yes<br />
| no<br />
|-<br />
| 3.6.29.0<br />
| ''[[Template:Languages/3.6.29.0|Template]]''<br />
| yes (31)<br />
| no<br />
| yes<br />
| yes<br />
| no<br />
|-<br />
| 3.6.30.0<br />
| ''[[Template:Languages/3.6.30.0|Template]]''<br />
| yes<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.6.31.0<br />
| ''[[Template:Languages/3.6.31.0|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
! Installation<br />
|<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
! Known Issues/Bugs<br />
|<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
! Footnotes<br />
|<br />
| yes (31)<br />
| incomplete<br />
| yes (29)<br />
| no<br />
| no<br />
|-<br />
! Credits<br />
|<br />
| yes (31)<br />
| no<br />
| yes (29)<br />
| no<br />
| no<br />
|-<br />
! Bug Reporting<br />
|<br />
| yes (31)<br />
| no<br />
| yes (30)<br />
| no<br />
| no<br />
|-<br />
! Translation notes<br />
|<br />
| n/a<br />
| no<br />
| yes (29)<br />
| no<br />
| no<br />
|}<br />
<br />
(The number after "yes" indicates the version. 30 is for 3.6.30.0 , and so on)<br />
<br />
== Site maintenance ==<br />
<br />
* '''Things'''<br />
** [[Empty]]<br />
** [[Missing.html]]<br />
** [[Sandbox]]<br />
** '''Article Tree'''<br />
* '''Templates''' [http://worms2d.info/?title=Special%3AAllpages&from=&namespace=10]<br />
** Software visuals<br />
*** [[Template:Gap]]<br />
*** [[Template:Software]]<br />
** Protected page reassurance<br />
*** [[Template:Safe1]]<br />
** Downloads<br />
*** Replays<br />
**** [[Template:ReplayBox]]<br />
**** [[Template:ReplayBox2]]<br />
*** Schemes<br />
**** [[Template:Game setup]]<br />
**** [[Template:Map example]]<br />
*** Other<br />
**** [[Template:WWPDownloadLink]]<br />
**** [[Template:WADownloadLink]]<br />
** Text savers<br />
*** [[Template:OS install guide]]<br />
*** [[Template:NT install guide]]<br />
*** [[Template:IRC guide]]<br />
*** [[Template:Highlight]]<br />
*** [[Template:Lowlight]]<br />
** Infoboxes<br />
*** [[Template:Software infobox]]<br />
*** [[Template:Release infobox]]<br />
*** [[Template:Website]]<br />
*** Weapon infoboxes<br />
**** [[Template:Power]] &amp; [[Template:Power-end]]<br />
**** [[Template:Power-super]]<br />
**** [[Template:Weapon]]<br />
** Notability templates<br />
*** [[Template:SchemeNotability1]]<br />
*** [[Template:SchemeRemoved]]<br />
** Misc<br />
*** [[Template:lowercase title]]<br />
*** [[Template:Navimg]]<br />
*** [[Template:ParentArticle]]<br />
*** [[Template:Stub]]<br />
*** [[Template:Unsigned]]<br />
*** [[Template:!]]<br />
*** [[Template:Test]] ''for testing templates''<br />
*** [[Template:Todo]]<br />
*** [[Template:Shortcut]]<br />
*** [[Template:Wormopaedia]]</div>Melonhttps://worms2d.info/?title=Cluster_Bomb&diff=21685Cluster Bomb2012-09-19T12:35:01Z<p>Melon: Changing link to now renamed Instant Cluster Explosion page</p>
<hr />
<div>{{ParentArticle|[[Weapons]]}}<br />
{{Weapon|[[Image:Clusterbombicon.png]]|Cluster Bomb<br />
|Projectile<br />
|F2 (x2)<br />
|Injury?, Very small circular craters<br />
|Worms, Worms DC, Worms 2, W:A, WWP}}<br />
<br />
{{Power}}<br />
|-<br />
!Power<br />
!Number of<br/>clusters<br />
!Maximum<br/>injury<br />
!Crater<br/>diameter<br />
|-<br />
| 11<br />
| 2<br />
| 5? hp<br />
| 23 px<br />
|-<br />
| 6<br />
| 2<br />
| ?<br />
| 35<br />
|-<br />
| 12<br />
| 3<br />
| ?<br />
| 35<br />
|-<br />
| 7<br />
| 3<br />
| ?<br />
| 35<br />
|-<br />
| 1<br />
| 4<br />
| ?<br />
| 35<br />
|-<br />
| 2<br />
| 4<br />
| ?<br />
| 35<br />
|-<br />
| 3<br />
| 5<br />
| ?<br />
| 47<br />
|-<br />
| 4<br />
| 5<br />
| ?<br />
| 47<br />
|-<br />
| 5<br />
| 6<br />
| ?<br />
| 47<br />
|-<br />
| 9<br />
| 7<br />
| ?<br />
| 47<br />
|-<br />
| 14<br />
| 6<br />
| ?<br />
| 61<br />
|-<br />
| 10<br />
| 10<br />
| ?<br />
| 47<br />
|-<br />
| 15<br />
| 7<br />
| ?<br />
| 85<br />
{{Power-end|Initial explosion has same characteristics as each bomblet explosion. Values are per bomblet.}}<br />
The Cluster Bomb acts precisely like a [[Grenade]] in the way that it is used. The major difference is that the explosion is much less powerful, but clusters are released which explode upon contact with the land.<br />
<br />
== Tactics ==<br />
<br />
* When fired at a shallow angle into the water, the Cluster Bomb will skip on the surface of the water.<br />
* When fired upward at a near-vertical angle with full power, a four second fuse will ensure that the Cluster Bomb explodes approximately at the same altitude that it was fired, allowing for somewhat predictable shots.<br />
* The Cluster Bomb can be placed like a [[Mine]] in the same way that a [[Grenade]] can, but it's effectiveness is a lot less when placed on the head of the opponent worm because the clusters spread out. However, the Cluster Bomb can cause a very large amount of damage if all the clusters explode onto the worm, causing over 80 points of damage to a single worm at the standard power 3. In order to achieve this, the cluster bomb needs to be placed inside the enemy worm, which can be achieved easily if the opponent is standing on a steep enough slope. You can move your worm underneath the opponent, and perform a vertical jump to dislodge him so you can walk inside him. Drop the Cluster Bomb just underneath the opponent worm and all of the clusters will be created inside the opponent worm and will detonate instantly.<br />
[[Image:Weapon tip 4.png]]<br />
<br />
== Disadvantages ==<br />
<br />
* The Cluster Bomb rarely achieves any significant damage by itself except in rare circumstances. Although the clusters spread and can hurt multiple worms, the damage of each cluster is rarely significant.<br />
* The Cluster Bomb can only bounce horizontally and vertically, which can cause unpredictable behaviour when bouncing on a slope.<br />
<br />
== Technical Details ==<br />
<br />
* There are 8192 possible angles for each bomblet to be projected (from -45 to +45 degrees from the vertical).<br />
* There are 5900 possible initial speeds for each bomblet (can up up to 9% slower than maximum)<br />
* The pure probability of these angles and speeds matching exactly on five bomblets is 1 in 5.5E30. However, it is possible for the in-game Psuedo-Random Number Generator to go into a loop when a cluster bomb explodes on frame that is 1 modulo 4, with a probability of 1/8192. Therefore the actual probability of all bomblets being in perfect sync is 1/32768. There have been at least two known recorded instances of this happening.<br />
* If they fail to impact, the cluster bomblets explode 9 seconds after they are released.<br />
<br />
== Tricks and glitches ==<br />
<br />
* In the unpatched version of [[Worms 2]] placing a Cluster Bomb on a worm's head would kill a worm outright. See [[Instant Cluster Explosion]] for more details.<br />
<br />
== External links ==<br />
{{Wormopedia}}<br />
<br />
{{Weapons}}</div>Melonhttps://worms2d.info/?title=Talk:Instant_Cluster_Explosion&diff=21683Talk:Instant Cluster Explosion2012-09-19T12:20:28Z<p>Melon: moved Talk:Cluster Bomb head explosion to Talk:Instant Cluster Explosion: W2 patch notes indicate that this affected more than just the cluster bomb</p>
<hr />
<div>This is most certainly NOT true in Worms Armageddon and Worms World Party. It was actually the first thing I tried when I got Armageddon all those years ago. I'm talking about dropping the bomb on their head here, not underneath them, which technically isn't a bug anyway. --[[User:Melon|Melon]] 04:20, 8 December 2007 (MST)<br />
<br />
I tried it so many times in Worms 2 after installing the patch and were never able to reproduce it anymore. It's fixed if you ask me. [[User:Pac-Man|Pac-Man]] 15:16, 19 April 2011 (CEST)</div>Melonhttps://worms2d.info/?title=Talk:Cluster_Bomb_head_explosion&diff=21684Talk:Cluster Bomb head explosion2012-09-19T12:20:28Z<p>Melon: moved Talk:Cluster Bomb head explosion to Talk:Instant Cluster Explosion: W2 patch notes indicate that this affected more than just the cluster bomb</p>
<hr />
<div>#REDIRECT [[Talk:Instant Cluster Explosion]]</div>Melonhttps://worms2d.info/?title=Instant_Cluster_Explosion&diff=21681Instant Cluster Explosion2012-09-19T12:20:27Z<p>Melon: moved Cluster Bomb head explosion to Instant Cluster Explosion: W2 patch notes indicate that this affected more than just the cluster bomb</p>
<hr />
<div>{{ParentArticle|[[Tricks and glitches (Second generation)]]}}<br />
This glitch is only present in [[Worms 2]], and may have been fixed in the patch ''(may not be true)''.<br />
<br />
If you stand on an opponent worm's head, aim directly downwards and tap the spacebar, the [[Cluster Bomb]] will sit on the worm's head. When the timer finishes and the bomb detonates, all of the clusters will immediately explode, causing very large damage to the worm.<br />
<br />
The same effect can be achieved by placing the Cluster Bomb under the worm when the worm is on a steep slope, but this is not a bug as such.<br />
<br />
{{todo|Check if this bug was fixed in the patch}}</div>Melonhttps://worms2d.info/?title=Cluster_Bomb_head_explosion&diff=21682Cluster Bomb head explosion2012-09-19T12:20:27Z<p>Melon: moved Cluster Bomb head explosion to Instant Cluster Explosion: W2 patch notes indicate that this affected more than just the cluster bomb</p>
<hr />
<div>#REDIRECT [[Instant Cluster Explosion]]</div>Melonhttps://worms2d.info/?title=Mine&diff=21677Mine2012-09-19T11:54:05Z<p>Melon: /* Tactics */ Quick testing shows there are more than 3 weapons that cause worms to fly up rather than down, so lets just not list the others.</p>
<hr />
<div>{{ParentArticle|[[Weapons]]}}<br />
{{Weapon|[[Image:Mineicon.png|40px]]|Mine<br />
|Drop and Run<br />
|F5 (x2)<br />{{i-wdc}} F7 (x3)<br />
|50hp injury (max.), Small circular crater<br />
|Worms, Worms DC, Worms 2, W:A, WWP}}<br />
{{Power|15em}}<br />
|-<br />
!Power<br />
!Maximum<br/>injury<br />
!Crater<br/>diameter<br />
|-<br />
|11<br />
|25 hp<br />
|47 px<br />
|-<br />
|12<br />
|35<br />
|73<br />
|-<br />
|1<br />
|40<br />
|85<br />
|-<br />
|2<br />
|45<br />
|85<br />
|-<br />
|3<br />
|50<br />
|97<br />
|-<br />
|4<br />
|55<br />
|111<br />
|-<br />
|5<br />
|60<br />
|123<br />
|-<br />
|19<br />
|65<br />
|123<br />
|-<br />
|14<br />
|75<br />
|147<br />
|-<br />
|15<br />
|100<br />
|199<br />
{{Power-end}}<br />
<br />
Mines are incredibly common in the Worms games, largely due to the fact that they randomly appear on the landscape under certain [[Schemes|scheme]] settings, similar to [[Oil Drum|Oil Drums]]. The way mines bounce is identical to a [[Grenade]] on the MAX bounce setting (bounces reduce the horizontal speed by 4% and the vertical speed by 40%). Mines are activated by having a worm come close to them, this detection range is a circle with a radius 48 pixels large. Up to 50 HP of damage can be done to a worm by the mine.<br />
<br />
Mines that start on the landscape can have fuse lengths between 0 and 3 (random or fixed) and may occasionally be "dud" mines, that just give off harmless smoke rather than exploding, depending upon the scheme settings. The [[Beta updates (Worms Armageddon)|Worms Armageddon update v3.6.28.0]] allows fixed mine fuses from 0 to 127 to be selected, although a fuse length of 4 results in a random fuse.<br />
<br />
Placing a mine will always give you a minimum of five seconds of retreat time, even if the scheme options are set to a lower value.<br />
<br />
In W2, WA and WWP, a mine placed by a player always has a fuse time of 3 seconds. These mines are useful for directly placing an explosive downwards that could explode in mid-air - especially from a [[Ninja Rope]], [[Bungee]], [[Parachute]], or [[Jet Pack]]. In [[Worms World Party]], mines placed by players have the same colour as the team that placed it, but they still function exactly the same.<br />
<br />
[[WormsDC]] can support a maximum number of 20 mines on screen at a time, including mines placed by the terrain generator. Dropping a 21st mine causes the game to crash.<br />
<br />
=== Dud Mines ===<br />
The probability for a mine being a dud works in a similar way to how [[Crate Probability]] works. There is an array holds values representing "normal mine" and "dud mine". When a mine is triggered, one of these values is chosen then deleted from the array. When the array is emptied, it is reset. Although the array size is unknown, this information allows a player to know that the odds of a mine being dud increases as mines are detonated. If the first 5 mines in a game are not dud, then the sixth mine to detonate is guaranteed to be a dud, according to [[Deadcode]].<br />
<br />
Dud mines can be detonated in Worms World Party and versions of Worms Armageddon before the 3.6.21.1 Beta update. See [[Dud mine explosion]] for more details.<br />
<br />
== Tactics ==<br />
* Mines have the tactical advantage of being able to be pushed around the landscape by the force of explosions given off by weapons, meaning that they can be moved around the landscape into other worms to some degree. The mines get thrown around by the explosions to a larger extent than a worm, and combined with the high, erratic bouncing, they can become quite unpredictable when trying to move them across the landscape.<br />
* Many players try to knock worms into mines, causing more damage to the worm during their turn. Sometimes, mines may be knocked into the worms, but this is usually harder to achieve accurately. Low force weapons such as a few shots with the [[Handgun]] or a single [[Shotgun]] bullet can be used to move the mines around carefully. Of course, this depends upon the movement options and utilities that the other players have access to. The term ''mineipulation'' was coined by Vader, and means to directly hit mines in to other worms.<br />
* When a mine is placed on an worm's head it will cause the worm to fly upwards rather than downwards. Skilled players can use this fact to move enemy worms over obstacles and into a less advantageous position.<br />
* Mines can be dropped off of the edges of cliffs onto worms below more accurately than a grenade can, provided the enemy worm is directly below the cliff edge.<br />
* Mines naturally have a tendency to fall into dips and craters in the landscape, so worms stuck inside holes can easily be hit by stray mines bouncing around.<br />
* After creating a tunnel with the [[Blowtorch]], a small thin layer of land can be left at the end of the tunnel if the player can't dig far enough or turns off the Blowtorch before completely digging through it. By placing a mine at the end of this tunnel, the worm can trigger it during their next turn, allowing them to pass through the barrier and still be able to fire a weapon that turn, which is useful if an enemy worm is on the other side.<br />
* Mines can be pushed by worms jumping into them, or by having worms on [[Jet Pack|Jet Packs]] slide into them, although both of these cases are only possible when the landscape is the correct shape.<br />
*When a mine is hit by a [[Longbow]] arrow, it is catapulted in the opposite direction at high speed, usually at the same angle that the arrow came in on, if it was fired from higher ground.<br />
<br />
== Disadvantages ==<br />
* [[Grenade]]s shot directly downwards does the same damage as dropping a mine directly on top of the enemy worm and are usually in more plentiful supply, making them fairly redundant for dealing close range damage. However the Grenade will not cause the enemy to fly upwards, limiting its potential to move the enemy worm elsewhere.<br />
* The 3 second fuse time reduces their ability to block off certain areas, as the opponent can usually trigger the mine and escape before they detonate. This makes placing your own mines useless as a defensive tool, despite the design of the weapon suggesting otherwise.<br />
<br />
== External links ==<br />
{{Wormopedia}}<br />
<br />
{{weapons}}</div>Melonhttps://worms2d.info/?title=Ninja_Rope&diff=21667Ninja Rope2012-09-18T23:24:55Z<p>Melon: WWP super rope restricted to 45 degrees downwards</p>
<hr />
<div>{{ParentArticle|[[Weapons]]}}<br />
{{Weapon|[[Image:Ninjaropeicon.png|48px]]|Ninja Rope<br />
|Movement utility<br />
|F8 (x1)<br />
|Moves worm<br />
|Worms, Worms DC, Worms 2, W:A, WWP}}<br />
<br />
{{Power}}<br />
|-<br />
!Power<br />
!Shots<br />
!Maximum<br/>length<br />
!Angle<br/>restriction<br />
|-<br />
|1<br />
|1<br />
|294 px<br />
|45°<br />
|-<br />
|2<br />
|2<br />
|336<br />
|45°<br />
|-<br />
|3<br />
|2<br />
|378<br />
|90°<br />
|-<br />
|4<br />
|3<br />
|420<br />
|90°<br />
|-<br />
|5<br />
|unltd.<br />
|462<br />
|90°<br />
{{Power-end|Angles measured from vertically upward.}}<br />
<br />
The '''Ninja Rope''' is one of the most popular movement utilities in the Worms series. It is also the basis of many [[Schemes|schemes]], including [[Shopper]], [[Wall-X-wall shopper|WxW]], and [[Rope_Race|Rope Race]].<br />
<br />
Depending on the power setting, you may be given a number of repeat swings, this is done by pressing space to let go of the rope, then pressing space again to re-fire it while in mid-air. This does not use up extra ammo. If you dismount and touch the ground, any unused repeat swings are lost.<br />
<br />
To set unlimited number of shots for a single rope (for playing roping schemes), adjust its power level to 5 stars in the weapon editor.<br />
<br />
You can fire weapons from the rope by selecting them and then pressing Enter.<br />
<br />
=== Rope Knocking ===<br />
[[Image:Rope_knocking.gif|frame|A rope knocking example]]<br />
Rope knocking is a technique of moving another worm using a rope. It is done by gathering a momentum and flying off of the rope, making your worm bump into another. The advantage of rope knocking is that it is a great way of drowning worms close to the edge or grouping a number of them together and does not end your turn. You can use it even on worms immune from attack (due to [[Etiquette#Scheme rules|rules]] restricting attacking the last player on some schemes). Some schemes are played with rope knocking on, while others forbid it.<br />
<br />
Rope knocking is disabled in offline games by default. It can be enabled for offline play in Worms Armageddon in the Advanced Options screen, but will always be disabled during missions.<br />
<br />
In online games, the presence of rope knocking depends on the WormNET channel from which the game was hosted - #AnythingGoes and #RopersHeaven enables it, while #PartyTime disables it. You can also use the wa:// protocol [[Worms_Armageddon_ReadMe_(English)#footnote3|(see Footnote 3 of the ReadMe)]].<br />
<br />
[[TestStuff]] and [[#BattyRope|BattyRope]] modes also force rope knocking to be enabled.<br />
<br />
== Version differences ==<br />
* In the PC, Mac PlayStation and Saturn versions of [[Worms]], the Ninja Rope will not bend on the landscape and will instead pass through it.<br />
* In Worms 2 the rope can be fired at a minimum of 45 degrees downwards, while Worms Armageddon and Worms World Party restrict the angle based on the power setting and cannot be fired below the horizontal. However the Super Rope [[Wormpot]] mode in Worms World Party will increase the angle allowable to a minimum of 45 degrees downwards.<br />
<br />
== Tactics ==<br />
* Selecting the [[Parachute]] while on the rope will cause it to automatically deploy if you fall off of the rope (unless you hit your head on the ceiling as lose control). This allows a safe landing in the event of a mistake, and can still deploy even after a rope knock.<br />
<br />
== Rope tricks==<br />
The following websites contain information about Ninja Rope tricks:<br />
* [[RopeRacing for Dummies]] (includes videos of rope logic, basic roping tricks, ...)<br />
* [[RRkit]] (tricks with rope, tutorial and maps for [[Rope_Race|Rope Race]] + other stuff)<br />
* [[No Limit Freestyle]] hosts [http://www.nolimitfreestyle.com/nlf-trick-demo/anim.html a gallery of rope trick animations]<br />
A good way to practice using the Ninja Rope is the Crazy Crates training.<br />
<br />
== BattyRope ==<br />
[[Image:BattyRope_Newtons-cradle.png|thumb|alt=6 worms on-a-rope forming a Newton's cradle|BattyRope demonstration]]<br />
BattyRope is a game setting which allows the Ninja Rope to stay connected during other players' turns, and also forces Rope Knocking to be enabled.<br />
It can be enabled by entering "/batty" in the hosting lobby.<br />
<br />
== Glitches ==<br />
* There was a trick that allowed a player to fire the Ninja Rope downwards into the terrain. See [[Indian rope trick|Indian Rope Trick]] for more information<br />
* [[Instant self-bounce/hit of a Ninja Rope weapon drop]]<br />
* Due to the way collision detection is done for specifically this weapon, the [[Ninja Rope going through walls|ropes may sometimes pass through thin walls]].<br />
* The [[Floating weapon glitch]].<br />
<br />
== External links ==<br />
{{Wormopedia}}<br />
<br />
{{weapons}}</div>Melonhttps://worms2d.info/?title=Article_melioration_and_assessment&diff=21665Article melioration and assessment2012-09-18T22:56:21Z<p>Melon: /* Weapon articles */ The Ninja Rope article is a lot higher quality than "piss poor"</p>
<hr />
<div>{{Shortcut|[[ama]]}}<br />
: '''The purpose of this page is to co-ordinate editing of the WKB.'''<br />
: Every page on the WKB is listed here.<br />
: There is still a lot of content that needs improving.<br />
: If you can think of anything that needs doing, no matter how small, add it to the task list below.<br />
<br />
Sadly there's only like, three people who edit this wiki any more. Ideas:<br />
* beat people with sticks<br />
* forum posts - get this wiki some exposure<br />
<br />
== Task list ==<br />
<br />
* Poke SupSuper about that readme<br />
* [[WA Mission Customization Guide]] Add laymen's guide to editing missions (who knows anything about this?? drop names on the talk page please)<br />
* Clarify [[Cluster Bomb Head Explosion]] re: difference between W2 and WA behaviour (Melon & Reg had a kerfuffle about this, ask them)<br />
* [[Post-game awards (Worms Armageddon)]] add info<br />
<br />
== Articles with to-do lists ==<br />
<br />
(This is a dynamic list, to add an article to the list, use the todo template.)<br />
<DPL><br />
category = Articles with to-do lists<br />
</DPL><br />
<br />
== Articles that need updating in the event of a Beta release ==<br />
<br />
* [[Template:LatestBeta]] and [[Template:LatestBetaRelease]]<br />
** [[Template:LatestBetaRelease/fr]]<br />
* [[Beta updates (Worms Armageddon)]]<br />
* [[Worms Armageddon ReadMe (English)]]<br />
** [[Template:WA_VersionHistory/core]]<br />
* [[Troubleshooting FAQ]] and all its translations (remarks related to current and next Beta)<br />
* [[WormKit]] (add/adjust [[Template:wkIncompatible]] warnings)<br />
* [[WormNET statistics]]<br />
<br />
== Articles ==<br />
<br />
=== Games ===<br />
* '''[[Worms Armageddon]]'''<br />
** [[Beta updates (Worms Armageddon)]]<br />
** [[Patch (Worms Armageddon)]]<br />
** [[Network protocol (Worms Armageddon)]]<br />
** [[Guides, FAQs, and ReadMes]]<br />
*** [[Worms Armageddon Manual]]<br />
**** [[Manual errata]]<br />
*** [[Troubleshooting FAQ]]<br />
*** [[WA Mission Customization Guide]]<br />
*** [[Mission walkthrough (Worms Armageddon)]]<br />
*** [[In-game controls]]<br />
*** [[Map Editor Guide]]<br />
*** [[Using WormNET]]<br />
*** [[Hosting Guide]]<br />
**** [[HostingBuddy]]<br />
*** [[Running WA without the CD]]<br />
*** [[Emulating Worms Armageddon]]<br />
*** [[Installing WA on VMware Player]]<br />
*** [[Installing WA on VirtualBox]]<br />
*** [[Installing WA on Virtual PC]]<br />
*** [[Installing WA on Windows]]<br />
**** '''See also [[Article Tree#ReadMe articles|ReadMe section below for list]]'''<br />
* '''[[Worms 2]]'''<br />
** [[Patch (Worms 2)]]<br />
* '''[[Worms World Party]]'''<br />
** [[Patch (Worms World Party)]]<br />
* '''[[Worms]]'''<br />
** [[Oh Yes... More Worms!]]<br />
** [[WormsShell]]<br />
* '''[[Worms: The Directors Cut]]'''<br />
** [[Patch (WormsDC)]]<br />
** [[Guildhall Leisure release (WormsDC)]]<br />
** [[WormPrefs]]<br />
** [[Customisation (WormsDC)]]<br />
* '''[[Releases]]'''<br />
** [[Worms: Полный Боекомплект]]<br />
** [[Worms Triple Pack]]<br />
** [[Green Pepper release (Worms Armageddon)]]<br />
** [[Total Insanity 2]]<br />
** [[European release (Worms Armageddon)]]<br />
** [[American release (Worms Armageddon)]]<br />
** [[Sold-Out Software release (Worms Armageddon)]]<br />
** [[Armageddon Collection]]<br />
** [[Hasbro "Best Of" release (Worms 2)]]<br />
** [[American release (Worms 2)]]<br />
==== Concepts ====<br />
* '''[[Worms Unlimited]]'''<br />
** [[Editors]]<br />
*** [[Weapons Editor]]<br />
*** [[Map Editor]]<br />
*** [[Game Editor]]<br />
*** [[Other Editors]]<br />
*** [[Editor Specifics]]<br />
** [[Interface]]<br />
** [[WormNET (Worms Unlimited)]]<br />
** [[Real Time Worms]]<br />
** [[Concept Images]]<br />
** [[Weapons (Worms Unlimited)]]<br />
*** [[Boomerang]]<br />
*** [[Bowling Ball]]<br />
*** [[Frisbee]]<br />
*** [[Radiation Bomb]]<br />
*** [[Stone]]<br />
*** [[Disc Launcher]]<br />
*** [[Freeze Ray]]<br />
*** [[Gamma Gun]]<br />
*** [[Glue Gun]]<br />
*** [[Laser Gun]]<br />
*** [[Air Pump]]<br />
*** [[Bite]]<br />
*** [[Cricket Bat]]<br />
*** [[Cannibalism]]<br />
*** [[Pick Pocket]]<br />
*** [[Tazer]]<br />
*** [[Alien Invasion]]<br />
*** [[Ozone Hole]]<br />
*** [[Chicken]]<br />
*** [[Eagle]]<br />
*** [[Rhino]]<br />
*** [[Alien Abduction]]<br />
*** [[Crevice]]<br />
*** [[Lightning Strike]]<br />
*** [[Telekinetic Prod]]<br />
*** [[Tornado]]<br />
*** [[Anvil]]<br />
*** [[Beehive]]<br />
*** [[Self-replicating Mine]]<br />
*** [[Sentry Gun]]<br />
*** [[Bunker]]<br />
*** [[Cement]]<br />
*** [[Security Door]]<br />
*** [[Invisible Girder]]<br />
*** [[Teleport Inhibitor]]<br />
*** [[Back to the Future]]<br />
*** [[Boat]]<br />
*** [[Catapult]]<br />
*** [[Evacuation]]<br />
*** [[Hang-glider]]<br />
*** [[Harness]]<br />
*** [[History Eraser]]<br />
*** [[Hot Air Balloon]]<br />
*** [[Magic Carpet]]<br />
*** [[Object Teleport]]<br />
*** [[Super Teleport]]<br />
*** [[Trampoline]]<br />
*** [[BulletTime (Matrix Slow-Motion)]]<br />
*** [[Fan]]<br />
*** [[Health Jab]]<br />
*** [[Mitosis]]<br />
*** [[Protective Suit]]<br />
*** [[Reinforcement Worm]]<br />
*** [[Resurrector]]<br />
*** [[Shield]]<br />
<br />
=== Information ===<br />
* '''[[Game logic]]'''<br />
** [[WormNET flags]]<br />
** [[Crate Probability]]<br />
** [[Automatically selected weapons]]<br />
** [[Frontend structure (Worms Armageddon)]]<br />
** [[Frontend structure (WWP GBA)]]<br />
** [[WA character table]]<br />
** [[Wormpot]]<br />
** [[List of weapon names in Monkey Mode]]<br />
** [[Post-game awards (Worms Armageddon)]]<br />
** [[Wind]]<br />
** [[Sudden Death]]<br />
** [[Physics Engine]]<br />
*** [[Worm Walking]]<br />
** [[WormNET (Worms Armageddon)]]<br />
*** [[Etiquette]]<br />
** [[Tricks and glitches (First generation)]]<br />
** [[Tricks and glitches (Second generation)]]<br />
*** '''See [[#Tricks and Glitches articles|Tricks and Glitches section below for list]]'''<br />
** [[Weapons]]<br />
*** '''See [[#Weapon articles|Weapon section below for list]]'''<br />
* '''[[File formats]]'''<br />
** [[Graphics directory]]<br />
** [[Image file]]<br />
** [[Palette file]]<br />
** [[Monochrome map (.bit, .lev)]]<br />
** [[Monochrome map (Worms 2)]]<br />
** [[Colour map]]<br />
*** [[Standard proportion map sizes]]<br />
** [[Custom team flag]]<br />
** [[Custom team grave]]<br />
** [[Team file]]<br />
** [[Game scheme file]]<br />
** [[Worms Armageddon mission file]]<br />
** [[Game configuration]]<br />
** [[Replay file]]<br />
** [[Colour map (First generation)]]<br />
** [[Monochrome map (First generation)]]<br />
** [[Land Data file]]<br />
** [[Soundbanks]]<br />
* '''[[Software]]'''<br />
** '''See [[#Software articles|Software section below for list]]'''<br />
* '''[[Schemes]]'''<br />
** '''See [[#Scheme articles|Scheme section below for list]]'''<br />
* '''[[Community]]'''<br />
** [[Team17 forums]]<br />
** [[First Blood]]<br />
** [[Worms Map Database]]<br />
** [[RRkit]]<br />
** [[The Challenge Base]]<br />
** [[Worms Clan Council]]<br />
** [[The People's League]]<br />
** [[Dream17]]<br />
** #[[worms on GameSurge]]<br />
** #[[blamethepixel on DeviantArt]]<br />
** [[Team17]]<br />
** [[RopeRacing for Dummies]]<br />
** [[Homebrew Worm Designs]]<br />
** [[Worm Olympics]]<br />
** [[Worst Shot Ever]]<br />
** [[TriX Files]]<br />
** [[X-Worms]]<br />
** [[Xpert Roping Tutorial]]<br />
** [[WA Training Zone]]<br />
** [[BlameThePixel]] <br />
** [[The Ultimate Site]]<br />
** [[WormsQuoteDatabase]]<br />
** [[innovatorsXtreme]]<br />
** [[:Category:Clans]]<br />
** [[People]]<br />
*** [[:Category:People]]<br />
*** Lots of other subpages (see parent article for table)<br />
<br />
=== Untree'd Articles ===<br />
* [[Resume Game]]<br />
* [[External Alpha Test License Agreement]]<br />
* [[WormNET (disambiguation)]]<br />
* [[Idea dump]]<br />
* [[4.0 Facts]]<br />
* [[Installing WA on Parallels Desktop 4.0]]<br />
* [[What You Can Do]]<br />
** [[Translation project]]<br />
** [[Worms Knowledge Base:Contributing]]<br />
<br />
== Tricks and Glitches articles ==<br />
<br />
* what it involves<br />
* how to do it<br />
* gameplay consequences<br />
<br />
{| border="0" class="sortable"<br />
|-<br />
! width="350" | trick (first gen)<br />
! width="100" | description?<br />
! width="100" | pictures/animations?<br />
! width="100" class="unsortable" |<br />
! width="100" | overall quality<br />
|-<br />
| [[Action Replays display different outcome]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <br />
! {{complete}}<br />
|-<br />
| [[Bazooka-Uzi trick]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Crashes when loading from Workbench]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Crashes on Workbench 1.3 systems]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Dynamite retreat can be altered in Action Replay]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Erratic rope behaviour]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Erratic Bungee]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Loading option sets whilst using BETONG ASNA or BOING cheat crashes the game]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Loading maps saved with DeluxePaint "Stencil" feature active crashes the game]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Unable to load option sets]]<br />
| <br />
| <br />
| <br />
! <br />
|}<br />
{| border="0" class="sortable"<br />
|-<br />
! width="350" | trick (second gen)<br />
! width="100" | description?<br />
! width="100" | pictures/animations?<br />
! width="100" | replay?<br />
! width="100" | overall quality<br />
|-<br />
| [[Alien glitch]]<br />
| {{complete}}<br />
| {{complete|Animation}}<br />
| {{complete}}<br />
! {{complete}}<br />
|-<br />
| [[Bazooka through wall]]<br />
| <br />
| {{complete|Still image}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Bungee from Jet Pack]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Chute flare]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Cluster Bomb head explosion]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Cow doubling glitch]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[CPU shot misprediction]]<br />
| <br />
| <br />
| {{complete}}<br />
!<br />
|-<br />
| [[Deadlock from Crate / Oil Drum floating on water]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Dud mine explosion]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Erratic proximity polling by a mobile Mine]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Floating weapon glitch]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Girdering an occupied location]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Gliding]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Idle weapon animation continues after turn end]]<br />
| <br />
| {{complete|Still image}}<br />
| {{complete}}<br />
! <br />
|-<br />
| [[Indian rope trick]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Instant self-bounce/hit of a Ninja Rope weapon drop]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Jumping from Pneumatic Drill]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Kamikaze drowning glitch]]<br />
| <br />
| {{complete|Still image}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Launching multiple Super Sheep at the same time]]<br />
| <br />
| <span style="color:orange">youtube only</span><br />
| <br />
!<br />
|-<br />
| [[Longbow stops in mid-air]]<br />
| <br />
| {{complete|Still image}}<br />
| <span style="color:orange">needs rehosting</span><br />
!<br />
|-<br />
| [[Objects touching water no longer collide with land]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Pneumatic Drill malfunction]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Roofing]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Skipwalking]]<br />
| <br />
| <br />
| {{complete}}<br />
!<br />
|-<br />
| [[Slow-motion exploit]]<br />
| <br />
| <br />
| {{complete}}<br />
!<br />
|-<br />
| [[Super Sheep going through walls]]<br />
| <br />
| {{complete|Still image}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Teleport jump]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Vertical Longbow and Baseball Bat]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|}<br />
<br />
== Weapon articles ==<br />
<br />
* what it does<br />
* how to use it<br />
* finer strategies<br />
* minutia<br />
* animations/screenshots if appropriate...?<br />
<br />
{| border="0" class="sortable"<br />
|-<br />
! width="250" | weapon<br />
! width="100" | infobox?<br />
! width="100" | powerbox?<br />
! width="100" | description?<br />
! width="100" | tactics?<br />
! width="200" | overall quality<br />
|-<br />
| [[Air Strike]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Armageddon]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Banana Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Baseball Bat]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Battle Axe]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Bazooka]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Blowtorch]]<br />
| {{complete}}<br />
| <span style="color:orange">higher injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Bungee]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Cloned Sheep]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Cluster Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Concrete Donkey]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Crate Shower]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Crate Spy]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Damage x2]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Double Turn Time]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Dragon Ball]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Dynamite]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Earthquake]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Fast Walk]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Fire Punch]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Flamethrower]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Freeze]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Girder]]<br />
| {{complete}}<br />
| <span style="color:orange">other settings</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Girder Starter Pack]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Grenade]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Grenade Launcher]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Handgun]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Holy Hand Grenade]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Homing Airstrike]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Homing Cluster Bomb]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Homing Missile]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Homing Pigeon]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Indian Nuclear Test]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Invisibility]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Jet Pack]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Kamikaze]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:green">excellent</span><br />
| <span style="color:green">excellent</span><br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Laser Sight]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Longbow]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Low Gravity]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mad Cows]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mail Strike]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[MB Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mike's Carpet Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mine]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:green">excellent</span><br />
| <span style="color:green">excellent</span><br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Minigun]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mine Strike]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Ming Vase]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mole]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mole Squadron]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mortar]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Napalm Strike]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Ninja Rope]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Old Woman]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Parachute]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <br />
| <br />
|<br />
|-<br />
| [[Patsy's Magic Bullet]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Petrol Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">pieces of fire</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Pnuematic Drill]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Prod]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Salvation Army]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Scales of Justice]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Select Worm]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Sheep]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Sheep Launcher]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Sheep-on-a-Rope]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Sheep Strike (French Sheep Strike)]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Shotgun]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:green">excellent</span><br />
| <span style="color:green">excellent</span><br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Skunk]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Suicide Bomber]]<br />
| {{complete}}<br />
| <span style="color:green">confirm injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Super Banana Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Super Sheep (Aqua Sheep)]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Teleport]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Uzi]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|}<br />
<br />
== Scheme articles ==<br />
<br />
* Minimum standard for <span style="color:orange">'''adequate'''</span> rating:<br />
** Suitably comprehensive description, with rules and variations if applicable<br />
** Setup infobox with scheme download<br />
* If a scheme is largely devoid of strategy, the article need not have an entire section for it. Mentioning the lack of strategy (and covering what little strategy there is) is sufficient.<br />
<br />
{| border="0" class="sortable"<br />
|-<br />
! width="250" | scheme<br />
! width="100" | description?<br />
! width="100" | setup?<br />
! width="100" | strategy?<br />
! width="100" | history?<br />
! width="100" | replays?<br />
! width="100" | overall quality<br />
|-<br />
| [[Drown Syndrome]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Hysteria]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Ghost Knocking]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[One of Everything]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Russian Roulette]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Warmer]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[1rule]]<br />
| <span style="color:red">copyedit</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Battle Race]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Bazooka and Grenades]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:orange">more?</span><br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Boom Race]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Bow and Arrows]]<br />
| {{complete}}<br />
| <span style="color:orange">variants</span><br />
| <span style="color:orange">variants</span><br />
| {{complete}}<br />
| <span style="color:orange">variants</span><br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Bows and Clusters]]<br />
| <span style="color:orange">needs more</span><br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Bungee Race]]<br />
| <span style="color:orange">copyedit</span><br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Burning Girders]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Capture The Flag]]<br />
| <span style="color:red">stub</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Comet Dodging Race Wee]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[CrappyCr8s]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
| {{none}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Dabble and Fidget]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Elite]]<br />
| <span style="color:red">stub</span><br />
| <span style="color:orange">worms?</span><br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Fort]]<br />
| <span style="color:red">stub</span><br />
| <span style="color:orange">worms?</span><br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Holy war]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Intermediate]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Jetpack Race]]<br />
| <span style="color:orange">copyedit</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Mine Runner]]<br />
| <span style="color:orange">needs more</span><br />
| <span style="color:orange">no download</span><br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Mole Shopper]]<br />
| <span style="color:orange">needs more</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Mole Vaulting]]<br />
| <span style="color:red">stub</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Parachute Race]]<br />
| <span style="color:red">stub</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Rope Race]]<br />
| <span style="color:orange">copyedit</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Roper]]<br />
| <span style="color:red">stub</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[RubberWorm Mole Shopper]]<br />
| <span style="color:orange">needs more</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Sheeper]]<br />
| <span style="color:orange">copyedit</span><br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:orange">needs dating</span><br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Shopper]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Supersheeper]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Super Sheep Race]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Swimmer]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Team17 (scheme)]]<br />
| <span style="color:orange">needs more</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Team Wormtress]]<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Trench Warfare]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Tower Race]]<br />
| <span style="color:red">stub</span><br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Tube Trap]]<br />
| <span style="color:orange">limited</span><br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:orange">limited</span><br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Walk For Weapons]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Wall-X-Wall Shopper]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Wascar]]<br />
| {{none}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Worms Golf]]<br />
| <span style="color:red">stub</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Bricks]]<br />
| <br />
| {{complete}}<br />
| <br />
| {{complete}}<br />
| <br />
! <br />
|}<br />
<br />
== Software articles ==<br />
<br />
* ''Description'' should contain<br />
** what the program does<br />
** a list of the most significant features (or all of them if not too many)<br />
** a short userguide (or complete userguide if not too long)<br />
** limitations, and comparisons with alternatives<br />
* ''Future plans'' is considered complete if the article mentions that:<br />
** the program is obsolete or<br />
** the program is 'complete' and likely has no room for improvement or<br />
** the creator has stopped working on the program<br />
* ''History'' is considered complete if the article gives an approximate date of creation and mentions any major milestones in the program's history.<br />
<br />
{| border="0" class="sortable"<br />
|-<br />
! width="300" | program<br />
! width="100" | description?<br />
! width="100" | history?<br />
! width="100" | future plans? <br />
|-<br />
| [[Animated Grave Machine (WWP)]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Another Random Scheme Editor]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Anzas Minimizer]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Armageditor]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Automatic Installer]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[BIT Monkey]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[BRSolver]]<br />
| {{complete}}<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
|-<br />
| [[Caecilian]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[ChatSnatch]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Constipated Silkworm]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[CutWorm]]<br />
| <span style="color:orange">copyedit</span><br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Full Wormage Unlocker]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[LeetF*ck]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Map Theif]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[MapGEN]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[MapFix]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[MyWormNET]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Play Worms Armageddon on Linux]]<br />
| <span style="color:orange">needs rewrite</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[ProSnooper]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[ReplayEater]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Scheme Works]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[SchemeEddy]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Screen Lag]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Silkworm]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Solixa Worms]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[SoundEddy]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Super Snooper]]<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[TeamED]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
|-<br />
| [[Team17's official WormNET Snooper]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[The Architect]]<br />
| <span style="color:orange">needs more</span><br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[The Fiddler]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[The Tapometer]]<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[The Wheat Snooper]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[The Worminizer]]<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Thumbnail Shell Extension]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WA directory editor]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WAsP]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Water color editor]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Wedit95]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WormKit]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[ReplayShark]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
|-<br />
| [[RubberWorm]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[wkMagic Map Wizard]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WormMM]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Worms Armageddon Randomizer (WA:R)]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Worms Armageddon Recorded Game Organiser]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Worms Autogaming]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[WormsBackup]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Worms2 Option Editor]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WWPPipe]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WWP Trainer]]<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
|}<br />
<br />
== ReadMe articles ==<br />
<br />
* <s>Apparently SupSuper did some translation for the Portuguese version. Someone poke him.</s> Update: [[Talk:Worms_Armageddon_ReadMe_(Portuguese)|SupSuper seems to have lost his translation.]]<br />
<br />
{| border="0" width="100%"<br />
|-<br />
! Section<br />
! ''[[Template:Languages/Readme|Template]]''<br />
! [[{{WAreadmepage|en}}|English]]<br />
! [[{{WAreadmepage|fr}}|French]]<br />
! [[{{WAreadmepage|es}}|Spanish]]<br />
! [[{{WAreadmepage|ru}}|Russian]]<br />
! [[{{WAreadmepage|pt}}|Portuguese]]<br />
|-<br />
! Important License Information<br />
|<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
! Supplementary Beta Documentation<br />
|<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
!colspan="5"| Version History<br />
|-<br />
| 3.5 Beta 1<br />
| ''[[Template:Languages/3.5b1|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
| 3.5 Beta 2<br />
| ''[[Template:Languages/3.5b2|Template]]''<br />
| yes (31)<br />
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|-<br />
! Installation<br />
|<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
! Known Issues/Bugs<br />
|<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
! Footnotes<br />
|<br />
| yes (31)<br />
| incomplete<br />
| yes (29)<br />
| no<br />
| no<br />
|-<br />
! Credits<br />
|<br />
| yes (31)<br />
| no<br />
| yes (29)<br />
| no<br />
| no<br />
|-<br />
! Bug Reporting<br />
|<br />
| yes (31)<br />
| no<br />
| yes (30)<br />
| no<br />
| no<br />
|-<br />
! Translation notes<br />
|<br />
| n/a<br />
| no<br />
| yes (29)<br />
| no<br />
| no<br />
|}<br />
<br />
(The number after "yes" indicates the version. 30 is for 3.6.30.0 , and so on)<br />
<br />
== Site maintenance ==<br />
<br />
* '''Things'''<br />
** [[Empty]]<br />
** [[Missing.html]]<br />
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* '''Templates''' [http://worms2d.info/?title=Special%3AAllpages&from=&namespace=10]<br />
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**** [[Template:ReplayBox]]<br />
**** [[Template:ReplayBox2]]<br />
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*** Other<br />
**** [[Template:WWPDownloadLink]]<br />
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** Text savers<br />
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**** [[Template:Power-super]]<br />
**** [[Template:Weapon]]<br />
** Notability templates<br />
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*** [[Template:SchemeRemoved]]<br />
** Misc<br />
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*** [[Template:Test]] ''for testing templates''<br />
*** [[Template:Todo]]<br />
*** [[Template:Shortcut]]<br />
*** [[Template:Wormopaedia]]</div>Melonhttps://worms2d.info/?title=Ninja_Rope&diff=21664Ninja Rope2012-09-18T22:52:53Z<p>Melon: Some wrong header tyes</p>
<hr />
<div>{{ParentArticle|[[Weapons]]}}<br />
{{Weapon|[[Image:Ninjaropeicon.png|48px]]|Ninja Rope<br />
|Movement utility<br />
|F8 (x1)<br />
|Moves worm<br />
|Worms, Worms DC, Worms 2, W:A, WWP}}<br />
<br />
{{Power}}<br />
|-<br />
!Power<br />
!Shots<br />
!Maximum<br/>length<br />
!Angle<br/>restriction<br />
|-<br />
|1<br />
|1<br />
|294 px<br />
|45°<br />
|-<br />
|2<br />
|2<br />
|336<br />
|45°<br />
|-<br />
|3<br />
|2<br />
|378<br />
|90°<br />
|-<br />
|4<br />
|3<br />
|420<br />
|90°<br />
|-<br />
|5<br />
|unltd.<br />
|462<br />
|90°<br />
{{Power-end|Angles measured from vertically upward.}}<br />
<br />
The '''Ninja Rope''' is one of the most popular movement utilities in the Worms series. It is also the basis of many [[Schemes|schemes]], including [[Shopper]], [[Wall-X-wall shopper|WxW]], and [[Rope_Race|Rope Race]].<br />
<br />
Depending on the power setting, you may be given a number of repeat swings, this is done by pressing space to let go of the rope, then pressing space again to re-fire it while in mid-air. This does not use up extra ammo. If you dismount and touch the ground, any unused repeat swings are lost.<br />
<br />
To set unlimited number of shots for a single rope (for playing roping schemes), adjust its power level to 5 stars in the weapon editor.<br />
<br />
You can fire weapons from the rope by selecting them and then pressing Enter.<br />
<br />
=== Rope Knocking ===<br />
[[Image:Rope_knocking.gif|frame|A rope knocking example]]<br />
Rope knocking is a technique of moving another worm using a rope. It is done by gathering a momentum and flying off of the rope, making your worm bump into another. The advantage of rope knocking is that it is a great way of drowning worms close to the edge or grouping a number of them together and does not end your turn. You can use it even on worms immune from attack (due to [[Etiquette#Scheme rules|rules]] restricting attacking the last player on some schemes). Some schemes are played with rope knocking on, while others forbid it.<br />
<br />
Rope knocking is disabled in offline games by default. It can be enabled for offline play in Worms Armageddon in the Advanced Options screen, but will always be disabled during missions.<br />
<br />
In online games, the presence of rope knocking depends on the WormNET channel from which the game was hosted - #AnythingGoes and #RopersHeaven enables it, while #PartyTime disables it. You can also use the wa:// protocol [[Worms_Armageddon_ReadMe_(English)#footnote3|(see Footnote 3 of the ReadMe)]].<br />
<br />
[[TestStuff]] and [[#BattyRope|BattyRope]] modes also force rope knocking to be enabled.<br />
<br />
== Version differences ==<br />
* In the PC, Mac PlayStation and Saturn versions of [[Worms]], the Ninja Rope will not bend on the landscape and will instead pass through it.<br />
* In Worms 2 the rope can be fired at a minimum of 45 degrees downwards, while Worms Armageddon and Worms World Party restrict the angle based on the power setting and cannot be fired below the horizontal. However the Super Rope [[Wormpot]] mode in Worms World Party will remove all angle limitations.<br />
<br />
== Tactics ==<br />
* Selecting the [[Parachute]] while on the rope will cause it to automatically deploy if you fall off of the rope (unless you hit your head on the ceiling as lose control). This allows a safe landing in the event of a mistake, and can still deploy even after a rope knock.<br />
<br />
== Rope tricks==<br />
The following websites contain information about Ninja Rope tricks:<br />
* [[RopeRacing for Dummies]] (includes videos of rope logic, basic roping tricks, ...)<br />
* [[RRkit]] (tricks with rope, tutorial and maps for [[Rope_Race|Rope Race]] + other stuff)<br />
* [[No Limit Freestyle]] hosts [http://www.nolimitfreestyle.com/nlf-trick-demo/anim.html a gallery of rope trick animations]<br />
A good way to practice using the Ninja Rope is the Crazy Crates training.<br />
<br />
== BattyRope ==<br />
[[Image:BattyRope_Newtons-cradle.png|thumb|alt=6 worms on-a-rope forming a Newton's cradle|BattyRope demonstration]]<br />
BattyRope is a game setting which allows the Ninja Rope to stay connected during other players' turns, and also forces Rope Knocking to be enabled.<br />
It can be enabled by entering "/batty" in the hosting lobby.<br />
<br />
== Glitches ==<br />
* There was a trick that allowed a player to fire the Ninja Rope downwards into the terrain. See [[Indian rope trick|Indian Rope Trick]] for more information<br />
* [[Instant self-bounce/hit of a Ninja Rope weapon drop]]<br />
* Due to the way collision detection is done for specifically this weapon, the [[Ninja Rope going through walls|ropes may sometimes pass through thin walls]].<br />
* The [[Floating weapon glitch]].<br />
<br />
== External links ==<br />
{{Wormopedia}}<br />
<br />
{{weapons}}</div>Melonhttps://worms2d.info/?title=Ninja_Rope&diff=21663Ninja Rope2012-09-18T22:51:59Z<p>Melon: Re-organising page, also some information on angle limits.</p>
<hr />
<div>{{ParentArticle|[[Weapons]]}}<br />
{{Weapon|[[Image:Ninjaropeicon.png|48px]]|Ninja Rope<br />
|Movement utility<br />
|F8 (x1)<br />
|Moves worm<br />
|Worms, Worms DC, Worms 2, W:A, WWP}}<br />
<br />
{{Power}}<br />
|-<br />
!Power<br />
!Shots<br />
!Maximum<br/>length<br />
!Angle<br/>restriction<br />
|-<br />
|1<br />
|1<br />
|294 px<br />
|45°<br />
|-<br />
|2<br />
|2<br />
|336<br />
|45°<br />
|-<br />
|3<br />
|2<br />
|378<br />
|90°<br />
|-<br />
|4<br />
|3<br />
|420<br />
|90°<br />
|-<br />
|5<br />
|unltd.<br />
|462<br />
|90°<br />
{{Power-end|Angles measured from vertically upward.}}<br />
<br />
The '''Ninja Rope''' is one of the most popular movement utilities in the Worms series. It is also the basis of many [[Schemes|schemes]], including [[Shopper]], [[Wall-X-wall shopper|WxW]], and [[Rope_Race|Rope Race]].<br />
<br />
Depending on the power setting, you may be given a number of repeat swings, this is done by pressing space to let go of the rope, then pressing space again to re-fire it while in mid-air. This does not use up extra ammo. If you dismount and touch the ground, any unused repeat swings are lost.<br />
<br />
To set unlimited number of shots for a single rope (for playing roping schemes), adjust its power level to 5 stars in the weapon editor.<br />
<br />
You can fire weapons from the rope by selecting them and then pressing Enter.<br />
<br />
=== Rope Knocking ===<br />
[[Image:Rope_knocking.gif|frame|A rope knocking example]]<br />
Rope knocking is a technique of moving another worm using a rope. It is done by gathering a momentum and flying off of the rope, making your worm bump into another. The advantage of rope knocking is that it is a great way of drowning worms close to the edge or grouping a number of them together and does not end your turn. You can use it even on worms immune from attack (due to [[Etiquette#Scheme rules|rules]] restricting attacking the last player on some schemes). Some schemes are played with rope knocking on, while others forbid it.<br />
<br />
Rope knocking is disabled in offline games by default. It can be enabled for offline play in Worms Armageddon in the Advanced Options screen, but will always be disabled during missions.<br />
<br />
In online games, the presence of rope knocking depends on the WormNET channel from which the game was hosted - #AnythingGoes and #RopersHeaven enables it, while #PartyTime disables it. You can also use the wa:// protocol [[Worms_Armageddon_ReadMe_(English)#footnote3|(see Footnote 3 of the ReadMe)]].<br />
<br />
[[TestStuff]] and [[#BattyRope|BattyRope]] modes also force rope knocking to be enabled.<br />
<br />
== Version differences ==<br />
* In the PC, Mac PlayStation and Saturn versions of [[Worms]], the Ninja Rope will not bend on the landscape and will instead pass through it.<br />
* In Worms 2 the rope can be fired at a minimum of 45 degrees downwards, while Worms Armageddon and Worms World Party restrict the angle based on the power setting and cannot be fired below the horizontal. However the Super Rope [[Wormpot]] mode in Worms World Party will remove all angle limitations.<br />
<br />
=== Tactics ===<br />
* Selecting the [[Parachute]] while on the rope will cause it to automatically deploy if you fall off of the rope (unless you hit your head on the ceiling as lose control). This allows a safe landing in the event of a mistake, and can still deploy even after a rope knock.<br />
<br />
===Rope tricks===<br />
The following websites contain information about Ninja Rope tricks:<br />
* [[RopeRacing for Dummies]] (includes videos of rope logic, basic roping tricks, ...)<br />
* [[RRkit]] (tricks with rope, tutorial and maps for [[Rope_Race|Rope Race]] + other stuff)<br />
* [[No Limit Freestyle]] hosts [http://www.nolimitfreestyle.com/nlf-trick-demo/anim.html a gallery of rope trick animations]<br />
A good way to practice using the Ninja Rope is the Crazy Crates training.<br />
<br />
==BattyRope==<br />
[[Image:BattyRope_Newtons-cradle.png|thumb|alt=6 worms on-a-rope forming a Newton's cradle|BattyRope demonstration]]<br />
BattyRope is a game setting which allows the Ninja Rope to stay connected during other players' turns, and also forces Rope Knocking to be enabled.<br />
It can be enabled by entering "/batty" in the hosting lobby.<br />
<br />
==Glitches==<br />
* There was a trick that allowed a player to fire the Ninja Rope downwards into the terrain. See [[Indian rope trick|Indian Rope Trick]] for more information<br />
* [[Instant self-bounce/hit of a Ninja Rope weapon drop]]<br />
* Due to the way collision detection is done for specifically this weapon, the [[Ninja Rope going through walls|ropes may sometimes pass through thin walls]].<br />
* The [[Floating weapon glitch]].<br />
<br />
== External links ==<br />
{{Wormopedia}}<br />
<br />
{{weapons}}</div>Melonhttps://worms2d.info/?title=Article_melioration_and_assessment&diff=21662Article melioration and assessment2012-09-18T22:27:58Z<p>Melon: /* Weapon articles */ The Baseball Bat article has to be at least good quality now.</p>
<hr />
<div>{{Shortcut|[[ama]]}}<br />
: '''The purpose of this page is to co-ordinate editing of the WKB.'''<br />
: Every page on the WKB is listed here.<br />
: There is still a lot of content that needs improving.<br />
: If you can think of anything that needs doing, no matter how small, add it to the task list below.<br />
<br />
Sadly there's only like, three people who edit this wiki any more. Ideas:<br />
* beat people with sticks<br />
* forum posts - get this wiki some exposure<br />
<br />
== Task list ==<br />
<br />
* Poke SupSuper about that readme<br />
* [[WA Mission Customization Guide]] Add laymen's guide to editing missions (who knows anything about this?? drop names on the talk page please)<br />
* Clarify [[Cluster Bomb Head Explosion]] re: difference between W2 and WA behaviour (Melon & Reg had a kerfuffle about this, ask them)<br />
* [[Post-game awards (Worms Armageddon)]] add info<br />
<br />
== Articles with to-do lists ==<br />
<br />
(This is a dynamic list, to add an article to the list, use the todo template.)<br />
<DPL><br />
category = Articles with to-do lists<br />
</DPL><br />
<br />
== Articles that need updating in the event of a Beta release ==<br />
<br />
* [[Template:LatestBeta]] and [[Template:LatestBetaRelease]]<br />
** [[Template:LatestBetaRelease/fr]]<br />
* [[Beta updates (Worms Armageddon)]]<br />
* [[Worms Armageddon ReadMe (English)]]<br />
** [[Template:WA_VersionHistory/core]]<br />
* [[Troubleshooting FAQ]] and all its translations (remarks related to current and next Beta)<br />
* [[WormKit]] (add/adjust [[Template:wkIncompatible]] warnings)<br />
* [[WormNET statistics]]<br />
<br />
== Articles ==<br />
<br />
=== Games ===<br />
* '''[[Worms Armageddon]]'''<br />
** [[Beta updates (Worms Armageddon)]]<br />
** [[Patch (Worms Armageddon)]]<br />
** [[Network protocol (Worms Armageddon)]]<br />
** [[Guides, FAQs, and ReadMes]]<br />
*** [[Worms Armageddon Manual]]<br />
**** [[Manual errata]]<br />
*** [[Troubleshooting FAQ]]<br />
*** [[WA Mission Customization Guide]]<br />
*** [[Mission walkthrough (Worms Armageddon)]]<br />
*** [[In-game controls]]<br />
*** [[Map Editor Guide]]<br />
*** [[Using WormNET]]<br />
*** [[Hosting Guide]]<br />
**** [[HostingBuddy]]<br />
*** [[Running WA without the CD]]<br />
*** [[Emulating Worms Armageddon]]<br />
*** [[Installing WA on VMware Player]]<br />
*** [[Installing WA on VirtualBox]]<br />
*** [[Installing WA on Virtual PC]]<br />
*** [[Installing WA on Windows]]<br />
**** '''See also [[Article Tree#ReadMe articles|ReadMe section below for list]]'''<br />
* '''[[Worms 2]]'''<br />
** [[Patch (Worms 2)]]<br />
* '''[[Worms World Party]]'''<br />
** [[Patch (Worms World Party)]]<br />
* '''[[Worms]]'''<br />
** [[Oh Yes... More Worms!]]<br />
** [[WormsShell]]<br />
* '''[[Worms: The Directors Cut]]'''<br />
** [[Patch (WormsDC)]]<br />
** [[Guildhall Leisure release (WormsDC)]]<br />
** [[WormPrefs]]<br />
** [[Customisation (WormsDC)]]<br />
* '''[[Releases]]'''<br />
** [[Worms: Полный Боекомплект]]<br />
** [[Worms Triple Pack]]<br />
** [[Green Pepper release (Worms Armageddon)]]<br />
** [[Total Insanity 2]]<br />
** [[European release (Worms Armageddon)]]<br />
** [[American release (Worms Armageddon)]]<br />
** [[Sold-Out Software release (Worms Armageddon)]]<br />
** [[Armageddon Collection]]<br />
** [[Hasbro "Best Of" release (Worms 2)]]<br />
** [[American release (Worms 2)]]<br />
==== Concepts ====<br />
* '''[[Worms Unlimited]]'''<br />
** [[Editors]]<br />
*** [[Weapons Editor]]<br />
*** [[Map Editor]]<br />
*** [[Game Editor]]<br />
*** [[Other Editors]]<br />
*** [[Editor Specifics]]<br />
** [[Interface]]<br />
** [[WormNET (Worms Unlimited)]]<br />
** [[Real Time Worms]]<br />
** [[Concept Images]]<br />
** [[Weapons (Worms Unlimited)]]<br />
*** [[Boomerang]]<br />
*** [[Bowling Ball]]<br />
*** [[Frisbee]]<br />
*** [[Radiation Bomb]]<br />
*** [[Stone]]<br />
*** [[Disc Launcher]]<br />
*** [[Freeze Ray]]<br />
*** [[Gamma Gun]]<br />
*** [[Glue Gun]]<br />
*** [[Laser Gun]]<br />
*** [[Air Pump]]<br />
*** [[Bite]]<br />
*** [[Cricket Bat]]<br />
*** [[Cannibalism]]<br />
*** [[Pick Pocket]]<br />
*** [[Tazer]]<br />
*** [[Alien Invasion]]<br />
*** [[Ozone Hole]]<br />
*** [[Chicken]]<br />
*** [[Eagle]]<br />
*** [[Rhino]]<br />
*** [[Alien Abduction]]<br />
*** [[Crevice]]<br />
*** [[Lightning Strike]]<br />
*** [[Telekinetic Prod]]<br />
*** [[Tornado]]<br />
*** [[Anvil]]<br />
*** [[Beehive]]<br />
*** [[Self-replicating Mine]]<br />
*** [[Sentry Gun]]<br />
*** [[Bunker]]<br />
*** [[Cement]]<br />
*** [[Security Door]]<br />
*** [[Invisible Girder]]<br />
*** [[Teleport Inhibitor]]<br />
*** [[Back to the Future]]<br />
*** [[Boat]]<br />
*** [[Catapult]]<br />
*** [[Evacuation]]<br />
*** [[Hang-glider]]<br />
*** [[Harness]]<br />
*** [[History Eraser]]<br />
*** [[Hot Air Balloon]]<br />
*** [[Magic Carpet]]<br />
*** [[Object Teleport]]<br />
*** [[Super Teleport]]<br />
*** [[Trampoline]]<br />
*** [[BulletTime (Matrix Slow-Motion)]]<br />
*** [[Fan]]<br />
*** [[Health Jab]]<br />
*** [[Mitosis]]<br />
*** [[Protective Suit]]<br />
*** [[Reinforcement Worm]]<br />
*** [[Resurrector]]<br />
*** [[Shield]]<br />
<br />
=== Information ===<br />
* '''[[Game logic]]'''<br />
** [[WormNET flags]]<br />
** [[Crate Probability]]<br />
** [[Automatically selected weapons]]<br />
** [[Frontend structure (Worms Armageddon)]]<br />
** [[Frontend structure (WWP GBA)]]<br />
** [[WA character table]]<br />
** [[Wormpot]]<br />
** [[List of weapon names in Monkey Mode]]<br />
** [[Post-game awards (Worms Armageddon)]]<br />
** [[Wind]]<br />
** [[Sudden Death]]<br />
** [[Physics Engine]]<br />
*** [[Worm Walking]]<br />
** [[WormNET (Worms Armageddon)]]<br />
*** [[Etiquette]]<br />
** [[Tricks and glitches (First generation)]]<br />
** [[Tricks and glitches (Second generation)]]<br />
*** '''See [[#Tricks and Glitches articles|Tricks and Glitches section below for list]]'''<br />
** [[Weapons]]<br />
*** '''See [[#Weapon articles|Weapon section below for list]]'''<br />
* '''[[File formats]]'''<br />
** [[Graphics directory]]<br />
** [[Image file]]<br />
** [[Palette file]]<br />
** [[Monochrome map (.bit, .lev)]]<br />
** [[Monochrome map (Worms 2)]]<br />
** [[Colour map]]<br />
*** [[Standard proportion map sizes]]<br />
** [[Custom team flag]]<br />
** [[Custom team grave]]<br />
** [[Team file]]<br />
** [[Game scheme file]]<br />
** [[Worms Armageddon mission file]]<br />
** [[Game configuration]]<br />
** [[Replay file]]<br />
** [[Colour map (First generation)]]<br />
** [[Monochrome map (First generation)]]<br />
** [[Land Data file]]<br />
** [[Soundbanks]]<br />
* '''[[Software]]'''<br />
** '''See [[#Software articles|Software section below for list]]'''<br />
* '''[[Schemes]]'''<br />
** '''See [[#Scheme articles|Scheme section below for list]]'''<br />
* '''[[Community]]'''<br />
** [[Team17 forums]]<br />
** [[First Blood]]<br />
** [[Worms Map Database]]<br />
** [[RRkit]]<br />
** [[The Challenge Base]]<br />
** [[Worms Clan Council]]<br />
** [[The People's League]]<br />
** [[Dream17]]<br />
** #[[worms on GameSurge]]<br />
** #[[blamethepixel on DeviantArt]]<br />
** [[Team17]]<br />
** [[RopeRacing for Dummies]]<br />
** [[Homebrew Worm Designs]]<br />
** [[Worm Olympics]]<br />
** [[Worst Shot Ever]]<br />
** [[TriX Files]]<br />
** [[X-Worms]]<br />
** [[Xpert Roping Tutorial]]<br />
** [[WA Training Zone]]<br />
** [[BlameThePixel]] <br />
** [[The Ultimate Site]]<br />
** [[WormsQuoteDatabase]]<br />
** [[innovatorsXtreme]]<br />
** [[:Category:Clans]]<br />
** [[People]]<br />
*** [[:Category:People]]<br />
*** Lots of other subpages (see parent article for table)<br />
<br />
=== Untree'd Articles ===<br />
* [[Resume Game]]<br />
* [[External Alpha Test License Agreement]]<br />
* [[WormNET (disambiguation)]]<br />
* [[Idea dump]]<br />
* [[4.0 Facts]]<br />
* [[Installing WA on Parallels Desktop 4.0]]<br />
* [[What You Can Do]]<br />
** [[Translation project]]<br />
** [[Worms Knowledge Base:Contributing]]<br />
<br />
== Tricks and Glitches articles ==<br />
<br />
* what it involves<br />
* how to do it<br />
* gameplay consequences<br />
<br />
{| border="0" class="sortable"<br />
|-<br />
! width="350" | trick (first gen)<br />
! width="100" | description?<br />
! width="100" | pictures/animations?<br />
! width="100" class="unsortable" |<br />
! width="100" | overall quality<br />
|-<br />
| [[Action Replays display different outcome]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <br />
! {{complete}}<br />
|-<br />
| [[Bazooka-Uzi trick]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Crashes when loading from Workbench]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Crashes on Workbench 1.3 systems]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Dynamite retreat can be altered in Action Replay]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Erratic rope behaviour]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Erratic Bungee]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Loading option sets whilst using BETONG ASNA or BOING cheat crashes the game]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Loading maps saved with DeluxePaint "Stencil" feature active crashes the game]]<br />
| <br />
| <br />
| <br />
! <br />
|-<br />
| [[Unable to load option sets]]<br />
| <br />
| <br />
| <br />
! <br />
|}<br />
{| border="0" class="sortable"<br />
|-<br />
! width="350" | trick (second gen)<br />
! width="100" | description?<br />
! width="100" | pictures/animations?<br />
! width="100" | replay?<br />
! width="100" | overall quality<br />
|-<br />
| [[Alien glitch]]<br />
| {{complete}}<br />
| {{complete|Animation}}<br />
| {{complete}}<br />
! {{complete}}<br />
|-<br />
| [[Bazooka through wall]]<br />
| <br />
| {{complete|Still image}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Bungee from Jet Pack]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Chute flare]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Cluster Bomb head explosion]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Cow doubling glitch]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[CPU shot misprediction]]<br />
| <br />
| <br />
| {{complete}}<br />
!<br />
|-<br />
| [[Deadlock from Crate / Oil Drum floating on water]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Dud mine explosion]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Erratic proximity polling by a mobile Mine]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Floating weapon glitch]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Girdering an occupied location]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Gliding]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Idle weapon animation continues after turn end]]<br />
| <br />
| {{complete|Still image}}<br />
| {{complete}}<br />
! <br />
|-<br />
| [[Indian rope trick]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Instant self-bounce/hit of a Ninja Rope weapon drop]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Jumping from Pneumatic Drill]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Kamikaze drowning glitch]]<br />
| <br />
| {{complete|Still image}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Launching multiple Super Sheep at the same time]]<br />
| <br />
| <span style="color:orange">youtube only</span><br />
| <br />
!<br />
|-<br />
| [[Longbow stops in mid-air]]<br />
| <br />
| {{complete|Still image}}<br />
| <span style="color:orange">needs rehosting</span><br />
!<br />
|-<br />
| [[Objects touching water no longer collide with land]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Pneumatic Drill malfunction]]<br />
| <br />
| <br />
| <br />
!<br />
|-<br />
| [[Roofing]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Skipwalking]]<br />
| <br />
| <br />
| {{complete}}<br />
!<br />
|-<br />
| [[Slow-motion exploit]]<br />
| <br />
| <br />
| {{complete}}<br />
!<br />
|-<br />
| [[Super Sheep going through walls]]<br />
| <br />
| {{complete|Still image}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Teleport jump]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|-<br />
| [[Vertical Longbow and Baseball Bat]]<br />
| <br />
| {{complete|Animation}}<br />
| {{complete}}<br />
!<br />
|}<br />
<br />
== Weapon articles ==<br />
<br />
* what it does<br />
* how to use it<br />
* finer strategies<br />
* minutia<br />
* animations/screenshots if appropriate...?<br />
<br />
{| border="0" class="sortable"<br />
|-<br />
! width="250" | weapon<br />
! width="100" | infobox?<br />
! width="100" | powerbox?<br />
! width="100" | description?<br />
! width="100" | tactics?<br />
! width="200" | overall quality<br />
|-<br />
| [[Air Strike]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Armageddon]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Banana Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Baseball Bat]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Battle Axe]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Bazooka]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Blowtorch]]<br />
| {{complete}}<br />
| <span style="color:orange">higher injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Bungee]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Cloned Sheep]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Cluster Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Concrete Donkey]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Crate Shower]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Crate Spy]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Damage x2]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Double Turn Time]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Dragon Ball]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Dynamite]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Earthquake]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Fast Walk]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Fire Punch]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Flamethrower]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Freeze]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Girder]]<br />
| {{complete}}<br />
| <span style="color:orange">other settings</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Girder Starter Pack]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Grenade]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Grenade Launcher]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Handgun]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Holy Hand Grenade]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Homing Airstrike]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Homing Cluster Bomb]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Homing Missile]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Homing Pigeon]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Indian Nuclear Test]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Invisibility]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Jet Pack]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Kamikaze]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:green">excellent</span><br />
| <span style="color:green">excellent</span><br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Laser Sight]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Longbow]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Low Gravity]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mad Cows]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mail Strike]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[MB Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mike's Carpet Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mine]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:green">excellent</span><br />
| <span style="color:green">excellent</span><br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Minigun]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mine Strike]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Ming Vase]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mole]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mole Squadron]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Mortar]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Napalm Strike]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Ninja Rope]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Old Woman]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Parachute]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <br />
| <br />
|<br />
|-<br />
| [[Patsy's Magic Bullet]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Petrol Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">pieces of fire</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Pnuematic Drill]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Prod]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Salvation Army]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Scales of Justice]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Select Worm]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Sheep]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Sheep Launcher]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Sheep-on-a-Rope]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Sheep Strike (French Sheep Strike)]]<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Shotgun]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:green">excellent</span><br />
| <span style="color:green">excellent</span><br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Skunk]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Suicide Bomber]]<br />
| {{complete}}<br />
| <span style="color:green">confirm injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Super Banana Bomb]]<br />
| {{complete}}<br />
| <span style="color:orange">add injury</span><br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|-<br />
| [[Super Sheep (Aqua Sheep)]]<br />
| {{complete}}<br />
| <span style="color:orange">add injuries</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Teleport]]<br />
| {{complete}}<br />
| <span style="color:green">n/a</span><br />
| <span style="color:orange">good</span><br />
| <span style="color:orange">good</span><br />
! <span style="color:orange">good</span><br />
|-<br />
| [[Uzi]]<br />
| {{complete}}<br />
| {{complete}}<br />
| <span style="color:red">rubbish</span><br />
| <span style="color:red">rubbish</span><br />
! <span style="color:red">piss poor</span><br />
|}<br />
<br />
== Scheme articles ==<br />
<br />
* Minimum standard for <span style="color:orange">'''adequate'''</span> rating:<br />
** Suitably comprehensive description, with rules and variations if applicable<br />
** Setup infobox with scheme download<br />
* If a scheme is largely devoid of strategy, the article need not have an entire section for it. Mentioning the lack of strategy (and covering what little strategy there is) is sufficient.<br />
<br />
{| border="0" class="sortable"<br />
|-<br />
! width="250" | scheme<br />
! width="100" | description?<br />
! width="100" | setup?<br />
! width="100" | strategy?<br />
! width="100" | history?<br />
! width="100" | replays?<br />
! width="100" | overall quality<br />
|-<br />
| [[Drown Syndrome]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Hysteria]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Ghost Knocking]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[One of Everything]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Russian Roulette]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[Warmer]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:green">excellent</span><br />
|-<br />
| [[1rule]]<br />
| <span style="color:red">copyedit</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Battle Race]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Bazooka and Grenades]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:orange">more?</span><br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Boom Race]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Bow and Arrows]]<br />
| {{complete}}<br />
| <span style="color:orange">variants</span><br />
| <span style="color:orange">variants</span><br />
| {{complete}}<br />
| <span style="color:orange">variants</span><br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Bows and Clusters]]<br />
| <span style="color:orange">needs more</span><br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Bungee Race]]<br />
| <span style="color:orange">copyedit</span><br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Burning Girders]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Capture The Flag]]<br />
| <span style="color:red">stub</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Comet Dodging Race Wee]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[CrappyCr8s]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
| {{none}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Dabble and Fidget]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Elite]]<br />
| <span style="color:red">stub</span><br />
| <span style="color:orange">worms?</span><br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Fort]]<br />
| <span style="color:red">stub</span><br />
| <span style="color:orange">worms?</span><br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Holy war]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Intermediate]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Jetpack Race]]<br />
| <span style="color:orange">copyedit</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Mine Runner]]<br />
| <span style="color:orange">needs more</span><br />
| <span style="color:orange">no download</span><br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Mole Shopper]]<br />
| <span style="color:orange">needs more</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Mole Vaulting]]<br />
| <span style="color:red">stub</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Parachute Race]]<br />
| <span style="color:red">stub</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Rope Race]]<br />
| <span style="color:orange">copyedit</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Roper]]<br />
| <span style="color:red">stub</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[RubberWorm Mole Shopper]]<br />
| <span style="color:orange">needs more</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Sheeper]]<br />
| <span style="color:orange">copyedit</span><br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:orange">needs dating</span><br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Shopper]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Supersheeper]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Super Sheep Race]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Swimmer]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Team17 (scheme)]]<br />
| <span style="color:orange">needs more</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Team Wormtress]]<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Trench Warfare]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Tower Race]]<br />
| <span style="color:red">stub</span><br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Tube Trap]]<br />
| <span style="color:orange">limited</span><br />
| {{complete}}<br />
| {{none}}<br />
| <span style="color:orange">limited</span><br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Walk For Weapons]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Wall-X-Wall Shopper]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
| {{complete}}<br />
! <span style="color:orange">adequate</span><br />
|-<br />
| [[Wascar]]<br />
| {{none}}<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Worms Golf]]<br />
| <span style="color:red">stub</span><br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
! <span style="color:red">terrible</span><br />
|-<br />
| [[Bricks]]<br />
| <br />
| {{complete}}<br />
| <br />
| {{complete}}<br />
| <br />
! <br />
|}<br />
<br />
== Software articles ==<br />
<br />
* ''Description'' should contain<br />
** what the program does<br />
** a list of the most significant features (or all of them if not too many)<br />
** a short userguide (or complete userguide if not too long)<br />
** limitations, and comparisons with alternatives<br />
* ''Future plans'' is considered complete if the article mentions that:<br />
** the program is obsolete or<br />
** the program is 'complete' and likely has no room for improvement or<br />
** the creator has stopped working on the program<br />
* ''History'' is considered complete if the article gives an approximate date of creation and mentions any major milestones in the program's history.<br />
<br />
{| border="0" class="sortable"<br />
|-<br />
! width="300" | program<br />
! width="100" | description?<br />
! width="100" | history?<br />
! width="100" | future plans? <br />
|-<br />
| [[Animated Grave Machine (WWP)]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Another Random Scheme Editor]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Anzas Minimizer]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Armageditor]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Automatic Installer]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[BIT Monkey]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[BRSolver]]<br />
| {{complete}}<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
|-<br />
| [[Caecilian]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[ChatSnatch]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Constipated Silkworm]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[CutWorm]]<br />
| <span style="color:orange">copyedit</span><br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Full Wormage Unlocker]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[LeetF*ck]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Map Theif]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[MapGEN]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[MapFix]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[MyWormNET]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Play Worms Armageddon on Linux]]<br />
| <span style="color:orange">needs rewrite</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[ProSnooper]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[ReplayEater]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Scheme Works]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[SchemeEddy]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Screen Lag]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Silkworm]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Solixa Worms]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[SoundEddy]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Super Snooper]]<br />
| {{none}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[TeamED]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
|-<br />
| [[Team17's official WormNET Snooper]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[The Architect]]<br />
| <span style="color:orange">needs more</span><br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[The Fiddler]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[The Tapometer]]<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[The Wheat Snooper]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[The Worminizer]]<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Thumbnail Shell Extension]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WA directory editor]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WAsP]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Water color editor]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Wedit95]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WormKit]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[ReplayShark]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{none}}<br />
|-<br />
| [[RubberWorm]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[wkMagic Map Wizard]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WormMM]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Worms Armageddon Randomizer (WA:R)]]<br />
| {{complete}}<br />
| {{complete}}<br />
| {{complete}}<br />
|-<br />
| [[Worms Armageddon Recorded Game Organiser]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[Worms Autogaming]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{complete}}<br />
|-<br />
| [[WormsBackup]]<br />
| {{complete}}<br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[Worms2 Option Editor]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WWPPipe]]<br />
| <span style="color:orange">needs more</span><br />
| {{none}}<br />
| {{none}}<br />
|-<br />
| [[WWP Trainer]]<br />
| {{none}}<br />
| {{none}}<br />
| {{none}}<br />
|}<br />
<br />
== ReadMe articles ==<br />
<br />
* <s>Apparently SupSuper did some translation for the Portuguese version. Someone poke him.</s> Update: [[Talk:Worms_Armageddon_ReadMe_(Portuguese)|SupSuper seems to have lost his translation.]]<br />
<br />
{| border="0" width="100%"<br />
|-<br />
! Section<br />
! ''[[Template:Languages/Readme|Template]]''<br />
! [[{{WAreadmepage|en}}|English]]<br />
! [[{{WAreadmepage|fr}}|French]]<br />
! [[{{WAreadmepage|es}}|Spanish]]<br />
! [[{{WAreadmepage|ru}}|Russian]]<br />
! [[{{WAreadmepage|pt}}|Portuguese]]<br />
|-<br />
! Important License Information<br />
|<br />
| yes (31)<br />
| no<br />
| yes<br />
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|-<br />
! Supplementary Beta Documentation<br />
|<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
!colspan="5"| Version History<br />
|-<br />
| 3.5 Beta 1<br />
| ''[[Template:Languages/3.5b1|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
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| 3.5 Beta 2<br />
| ''[[Template:Languages/3.5b2|Template]]''<br />
| yes (31)<br />
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| yes (31)<br />
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| ''[[Template:Languages/3.6.20.3|Template]]''<br />
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| ''[[Template:Languages/3.6.24.1|Template]]''<br />
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| 3.6.24.2<br />
| ''[[Template:Languages/3.6.24.2|Template]]''<br />
| yes (31)<br />
| no<br />
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| no<br />
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| 3.6.25.1a<br />
| ''[[Template:Languages/3.6.25.1a|Template]]''<br />
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| 3.6.26.4<br />
| ''[[Template:Languages/3.6.26.4|Template]]''<br />
| yes (31)<br />
| no<br />
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| no<br />
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| 3.6.26.5<br />
| ''[[Template:Languages/3.6.26.5|Template]]''<br />
| yes (31)<br />
| no<br />
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| 3.6.28.0<br />
| ''[[Template:Languages/3.6.28.0|Template]]''<br />
| yes (31)<br />
| yes<br />
| yes<br />
| yes<br />
| no<br />
|-<br />
| 3.6.29.0<br />
| ''[[Template:Languages/3.6.29.0|Template]]''<br />
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| no<br />
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| 3.6.30.0<br />
| ''[[Template:Languages/3.6.30.0|Template]]''<br />
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| 3.6.31.0<br />
| ''[[Template:Languages/3.6.31.0|Template]]''<br />
| yes (31)<br />
| no<br />
| yes (31)<br />
| no<br />
| no<br />
|-<br />
! Installation<br />
|<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
! Known Issues/Bugs<br />
|<br />
| yes (31)<br />
| no<br />
| yes<br />
| no<br />
| no<br />
|-<br />
! Footnotes<br />
|<br />
| yes (31)<br />
| incomplete<br />
| yes (29)<br />
| no<br />
| no<br />
|-<br />
! Credits<br />
|<br />
| yes (31)<br />
| no<br />
| yes (29)<br />
| no<br />
| no<br />
|-<br />
! Bug Reporting<br />
|<br />
| yes (31)<br />
| no<br />
| yes (30)<br />
| no<br />
| no<br />
|-<br />
! Translation notes<br />
|<br />
| n/a<br />
| no<br />
| yes (29)<br />
| no<br />
| no<br />
|}<br />
<br />
(The number after "yes" indicates the version. 30 is for 3.6.30.0 , and so on)<br />
<br />
== Site maintenance ==<br />
<br />
* '''Things'''<br />
** [[Empty]]<br />
** [[Missing.html]]<br />
** [[Sandbox]]<br />
** '''Article Tree'''<br />
* '''Templates''' [http://worms2d.info/?title=Special%3AAllpages&from=&namespace=10]<br />
** Software visuals<br />
*** [[Template:Gap]]<br />
*** [[Template:Software]]<br />
** Protected page reassurance<br />
*** [[Template:Safe1]]<br />
** Downloads<br />
*** Replays<br />
**** [[Template:ReplayBox]]<br />
**** [[Template:ReplayBox2]]<br />
*** Schemes<br />
**** [[Template:Game setup]]<br />
**** [[Template:Map example]]<br />
*** Other<br />
**** [[Template:WWPDownloadLink]]<br />
**** [[Template:WADownloadLink]]<br />
** Text savers<br />
*** [[Template:OS install guide]]<br />
*** [[Template:NT install guide]]<br />
*** [[Template:IRC guide]]<br />
*** [[Template:Highlight]]<br />
*** [[Template:Lowlight]]<br />
** Infoboxes<br />
*** [[Template:Software infobox]]<br />
*** [[Template:Release infobox]]<br />
*** [[Template:Website]]<br />
*** Weapon infoboxes<br />
**** [[Template:Power]] &amp; [[Template:Power-end]]<br />
**** [[Template:Power-super]]<br />
**** [[Template:Weapon]]<br />
** Notability templates<br />
*** [[Template:SchemeNotability1]]<br />
*** [[Template:SchemeRemoved]]<br />
** Misc<br />
*** [[Template:lowercase title]]<br />
*** [[Template:Navimg]]<br />
*** [[Template:ParentArticle]]<br />
*** [[Template:Stub]]<br />
*** [[Template:Unsigned]]<br />
*** [[Template:!]]<br />
*** [[Template:Test]] ''for testing templates''<br />
*** [[Template:Todo]]<br />
*** [[Template:Shortcut]]<br />
*** [[Template:Wormopaedia]]</div>Melonhttps://worms2d.info/?title=Baseball_Bat&diff=21661Baseball Bat2012-09-18T22:24:27Z<p>Melon: A bunch of things. Mostly tactics.</p>
<hr />
<div>{{ParentArticle|[[Weapons]]}}<br />
<br />
{{Weapon|[[Image:Baseballbaticon.png|48px]]|Baseball Bat<br />
|Close Combat<br />
|F7 (x4)<br />{{i-wdc}} 8 (x2)<br />
|30hp injury; propels worm over great distance<br />
|WDC, W2, W:A, WWP}}<br />
<br />
{{Power|15em}}<br />
|-<br />
!Power<br />
!Maximum<br/>injury<br />
|-<br />
|11<br />
|15 hp<br />
|-<br />
|12<br />
|21<br />
|-<br />
|1<br />
|24<br />
|-<br />
|2<br />
|27<br />
|-<br />
|3<br />
|30<br />
|-<br />
|4<br />
|33<br />
|-<br />
|5<br />
|36<br />
|-<br />
|19<br />
|39<br />
|-<br />
|14<br />
|45<br />
|-<br />
|15<br />
|60<br />
{{Power-end|For more power settings, see the [[Detailed Weapon Settings]] article.}}<br />
<br />
The Baseball Bat is a zero-range weapon which can propel the victim over a great distance. It does 30 damage by itself, but is generally used when a kill can be made by batting the enemy into the water.<br />
<br />
The angle you can fire the Baseball Bat at is restricted from horizontal to about 75 degrees upwards.<br />
<br />
Introduced in [[WormsDC]] as a special weapon that could only be found in crates, the Baseball bat could be aimed in any direction. It was "promoted" to a standard weapon from [[Worms 2]] onwards and had its range limited.<br />
<br />
== Tactics ==<br />
<br />
* To achieve the greatest distance, the Baseball Bat should be used at 45 degrees. You can set this angle easily by selecting [[Kamikaze|Kamikaze]].<br />
* Because the Baseball Bat moves worms at a high velocity, you can smack a worm into a wall and he will bounce a fair distance in the opposite direction. This can allow you to move worms out of tight spots and into a worse position.<br />
* The distance a worm is thrown is very large when combined with [[Low Gravity]]. The odds are good that any worm that can be knocked into the air on a randomly generated island map can be drowned with this combo.<br />
<br />
== Tricks and glitches ==<br />
<br />
* In W2, WA and WWP it is possible to [[Vertical Longbow and Baseball Bat|fire the Baseball Bat vertically]] (or any other angle). With fall damage enabled and at default power, it does 43 damage when pointed completely downwards, and a maximum of 42 damage when pointed completely upwards.<br />
<br />
== Trivia ==<br />
* The Baseball Bat, [[Grenade Launcher]], [[Handgun]] and [[Nuclear Bomb|Nuke]] are the only four "real world" weapons to be introduced in [[WormsDC]].<br />
<br />
== External links ==<br />
{{Wormopedia}}<br />
<br />
{{weapons}}</div>Melonhttps://worms2d.info/?title=Mine&diff=21660Mine2012-09-18T22:01:39Z<p>Melon: A number of small things. Minimum of 5 second retreat time, mines placed on the head make you fly up rather than down while grenades don't.</p>
<hr />
<div>{{ParentArticle|[[Weapons]]}}<br />
{{Weapon|[[Image:Mineicon.png|40px]]|Mine<br />
|Drop and Run<br />
|F5 (x2)<br />{{i-wdc}} F7 (x3)<br />
|50hp injury (max.), Small circular crater<br />
|Worms, Worms DC, Worms 2, W:A, WWP}}<br />
{{Power|15em}}<br />
|-<br />
!Power<br />
!Maximum<br/>injury<br />
!Crater<br/>diameter<br />
|-<br />
|11<br />
|25 hp<br />
|47 px<br />
|-<br />
|12<br />
|35<br />
|73<br />
|-<br />
|1<br />
|40<br />
|85<br />
|-<br />
|2<br />
|45<br />
|85<br />
|-<br />
|3<br />
|50<br />
|97<br />
|-<br />
|4<br />
|55<br />
|111<br />
|-<br />
|5<br />
|60<br />
|123<br />
|-<br />
|19<br />
|65<br />
|123<br />
|-<br />
|14<br />
|75<br />
|147<br />
|-<br />
|15<br />
|100<br />
|199<br />
{{Power-end}}<br />
<br />
Mines are incredibly common in the Worms games, largely due to the fact that they randomly appear on the landscape under certain [[Schemes|scheme]] settings, similar to [[Oil Drum|Oil Drums]]. The way mines bounce is identical to a [[Grenade]] on the MAX bounce setting (bounces reduce the horizontal speed by 4% and the vertical speed by 40%). Mines are activated by having a worm come close to them, this detection range is a circle with a radius 48 pixels large. Up to 50 HP of damage can be done to a worm by the mine.<br />
<br />
Mines that start on the landscape can have fuse lengths between 0 and 3 (random or fixed) and may occasionally be "dud" mines, that just give off harmless smoke rather than exploding, depending upon the scheme settings. The [[Beta updates (Worms Armageddon)|Worms Armageddon update v3.6.28.0]] allows fixed mine fuses from 0 to 127 to be selected, although a fuse length of 4 results in a random fuse.<br />
<br />
Placing a mine will always give you a minimum of five seconds of retreat time, even if the scheme options are set to a lower value.<br />
<br />
In W2, WA and WWP, a mine placed by a player always has a fuse time of 3 seconds. These mines are useful for directly placing an explosive downwards that could explode in mid-air - especially from a [[Ninja Rope]], [[Bungee]], [[Parachute]], or [[Jet Pack]]. In [[Worms World Party]], mines placed by players have the same colour as the team that placed it, but they still function exactly the same.<br />
<br />
[[WormsDC]] can support a maximum number of 20 mines on screen at a time, including mines placed by the terrain generator. Dropping a 21st mine causes the game to crash.<br />
<br />
=== Dud Mines ===<br />
The probability for a mine being a dud works in a similar way to how [[Crate Probability]] works. There is an array holds values representing "normal mine" and "dud mine". When a mine is triggered, one of these values is chosen then deleted from the array. When the array is emptied, it is reset. Although the array size is unknown, this information allows a player to know that the odds of a mine being dud increases as mines are detonated. If the first 5 mines in a game are not dud, then the sixth mine to detonate is guaranteed to be a dud, according to [[Deadcode]].<br />
<br />
Dud mines can be detonated in Worms World Party and versions of Worms Armageddon before the 3.6.21.1 Beta update. See [[Dud mine explosion]] for more details.<br />
<br />
== Tactics ==<br />
* Mines have the tactical advantage of being able to be pushed around the landscape by the force of explosions given off by weapons, meaning that they can be moved around the landscape into other worms to some degree. The mines get thrown around by the explosions to a larger extent than a worm, and combined with the high, erratic bouncing, they can become quite unpredictable when trying to move them across the landscape.<br />
* Many players try to knock worms into mines, causing more damage to the worm during their turn. Sometimes, mines may be knocked into the worms, but this is usually harder to achieve accurately. Low force weapons such as a few shots with the [[Handgun]] or a single [[Shotgun]] bullet can be used to move the mines around carefully. Of course, this depends upon the movement options and utilities that the other players have access to. The term ''mineipulation'' was coined by Vader, and means to directly hit mines in to other worms.<br />
* Mines are one of three weapons in the game (along with [[Dynamite]] and the [[Holy Hand Grenade]]) that will cause a worm to fly upwards rather than downwards when dropped on their head. Skilled players can use this fact to move enemy worms over obstacles and into a less advantageous position.<br />
* Mines can be dropped off of the edges of cliffs onto worms below more accurately than a grenade can, provided the enemy worm is directly below the cliff edge.<br />
* Mines naturally have a tendency to fall into dips and craters in the landscape, so worms stuck inside holes can easily be hit by stray mines bouncing around.<br />
* After creating a tunnel with the [[Blowtorch]], a small thin layer of land can be left at the end of the tunnel if the player can't dig far enough or turns off the Blowtorch before completely digging through it. By placing a mine at the end of this tunnel, the worm can trigger it during their next turn, allowing them to pass through the barrier and still be able to fire a weapon that turn, which is useful if an enemy worm is on the other side.<br />
* Mines can be pushed by worms jumping into them, or by having worms on [[Jet Pack|Jet Packs]] slide into them, although both of these cases are only possible when the landscape is the correct shape.<br />
*When a mine is hit by a [[Longbow]] arrow, it is catapulted in the opposite direction at high speed, usually at the same angle that the arrow came in on, if it was fired from higher ground.<br />
<br />
== Disadvantages ==<br />
* [[Grenade]]s shot directly downwards does the same damage as dropping a mine directly on top of the enemy worm and are usually in more plentiful supply, making them fairly redundant for dealing close range damage. However the Grenade will not cause the enemy to fly upwards, limiting its potential to move the enemy worm elsewhere.<br />
* The 3 second fuse time reduces their ability to block off certain areas, as the opponent can usually trigger the mine and escape before they detonate. This makes placing your own mines useless as a defensive tool, despite the design of the weapon suggesting otherwise.<br />
<br />
== External links ==<br />
{{Wormopedia}}<br />
<br />
{{weapons}}</div>Melonhttps://worms2d.info/?title=Worms_Armageddon_mission_file&diff=21649Worms Armageddon mission file2012-09-18T16:21:21Z<p>Melon: /* Event types */ Some extra clarification about how event 12 is working</p>
<hr />
<div>{{ParentArticle|[[File formats]]}}<br />
<br />
The Worms Armageddon mission file is the file format used to store missions. It contains many typos and spelling errors; so any typos in this page are more likely to be mistakes in the actual format than typos in the documentation.<br />
<br />
Mission files in a disc installation of Worms Armageddon are located on the CD. Which map is used appears to be hard-coded (not usually the same one as the mission filename), as are names and descriptions. This makes making custom missions a bit of a pain. However, below is an almost-complete documentation on the file format. A few notes from Worms World Party are also mentioned due to its mission editor existing, but this documentation is NOT comprehensive for the WWP file format which has many additions and a few alterations (especially of unused or little-known options). In the future, WWP additions may be listed at the bottom of this page.<br />
<br />
== Mission Groups ==<br />
All mission settings are organized under main groups according to their type. These groups always appear in the same order in official missions. (it is uncertain if the ordering matters)<br />
<br />
Not all the of the groups are vital for the mission to work. The '''[CPUTeam''#'']''', '''[Event''####'']''', and '''[Sequence''####'']''' may have multiple instances in the file, and the group seems to be ignored if the number is zero so make sure it's positive. <br />
<br />
Typos and many other errors appear to be silently ignored, which isn't great for manual debugging, especially since the file format is filled with them in the first place.<br />
<br />
=== 1. The [Mission] Group ===<br />
This contains the overview of the mission itself. Not yet particularly well-documented on the whole.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || MissionNumber= || Corresponds to the 0-indexed mission number; probably unused in game (untested).<br />
|-<br />
| int || WinningCondition= || What you need to do in order to win the mission. 0: Kill all AI teams. 1: Destroy a vital crate or team. 2: Survive until mission ends. 3: Mission must be terminated (using event or sequence).<br />
|-<br />
| int || WinningWeapon= || Unknown, unused?<br />
|}<br />
<br />
=== 2. The [Description] Group ===<br />
This contains details about the description of the mission. Again, not at all well-documented.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || Name= || Index of the mission name, description, map file, and thumbnail. Position in the list of missions is hardcoded by filename it seems. For training missions, this is ONLY used for the map file; the rest of the data is hardcoded by filename.<br />
|-<br />
| int || Difficulty= || Not used. Apparently the difficulty rating for the mission?<br />
|}<br />
<br />
=== 3. The [Options] Group ===<br />
This contains the bulk of the scheme options for the mission. It's pretty comprehensive, containing many features not in the normal scheme format. Many of the values work differently to in the standard scheme format, so read the value descriptions carefully. Most of these are documented well but it is unknown what the upper and lower limits are for many of them; value ranges acceptable in the WWP mission editor are included where it is not obvious.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || FallDamage= || Sets the [[Fall Damage]].<br />
|-<br />
| bool || DisplayRoundTime= || Boolean. 1 to display the round time.<br />
|-<br />
| bool || EnableActionReplay= || Boolean. 1 to show action replays.<br />
|-<br />
| int || LandRetreatTime= || The retreat time in seconds for weapons fired from land.<br />
|-<br />
| int || RopeRetreatTime= || The retreat time in seconds for weapons fired from a rope.<br />
|-<br />
| int || RoundTime= || Round time. If the value is positive, it represents time in minutes; negative values represent time in seconds.<br />
|-<br />
| int || TurnTime= || Turn time. Appears to be formatted like the one in the scheme file, ie signed with negative representing infinite, as it won't let me enter a value greater than 126 in the WWP mission editor.<br />
|-<br />
| int || MineFuse= || Mine fuse in seconds, 4 is random. (-1 is random in WWP, maybe any value outside 1-3 works?)<br />
|-<br />
| int || ObjectType= || Always 0 in default mission files, as they place their objects manually. Probably as in scheme files, ie 0 for no objects, 1 for mines, 2 for barrels, 5 for both, but not tested. Objects would be placed in the same place every time due to random seed being set.<br />
|-<br />
| int || WeaponCrateDrops= || Weapon crate drop probability. Seems to work the same as in scheme files - see [[Crate probability]]<br />
|-<br />
| int || HealthCrateDrops= || Ditto, for health crates.<br />
|-<br />
| int || UtilityCrateDrops= || Ditto, for utility crates.<br />
|-<br />
| int || HealthCrateEnergy= || Set default value for energy obtained from health crates. Setting this to zero (or not including it) makes the default 15. <br />
|-<br />
| bool || EnableSecretWeapons= || 1 if super weapons are available from crates; 0 if not.<br />
|-<br />
| int || SuddenDeathWaterRise= || Water rise rate in pixels.<br />
|-<br />
| int || SuddenDeathWormDamage= || Worm damage in sudden death per turn. Positive values are absolute health values. -1 is all but one. Either 0 is "none", WWP mission editor seems to have a bug in this respect where it will set none to 1, more testing required.<br />
|-<br />
| int || SuddenDeathType= || 0 = end round. 1 = nuke. 2 and 3 = no nuke - water rise and worm damage honoured in both cases. More testing required.<br />
|-<br />
| int || PauseBetweenTurns= || Hotseat time in seconds.<br />
|-<br />
| int || GirderRadius= || Girder placement radius in pixels. 0 = infinite range.<br />
|-<br />
| bool || WormSelect= || 0 = worms in order, 1 = user worm select.<br />
|-<br />
| int || JetPackTimeLimit= || The amount of fuel in the jetpack. Do not include this parameter if you wish to use the default fuel (30). Setting this value to zero will give infinite fuel, the fuel counter starts at zero and goes up as you use it.<br />
|-<br />
| bool || WeaponsDontEndTurn= || 1 if weapons don't end your turn, 0 otherwise.<br />
|-<br />
| bool || PauseTimerWhileFiring= || 1 if timer is paused during firing, 0 otherwise.<br />
|-<br />
| bool || TurnEndFinishesGame= || 1 if ending your turn finishes the mission.<br />
|-<br />
| bool || LossOfControlDoesntEndTurn= || 1 if losing control doesn't cause the turn to end, 0 otherwise.<br />
|-<br />
| bool || Score= || 1 if score displayed ingame; 0 otherwise.<br />
|-<br />
| bool || Sheep= || Enables the "All crates contain sheep" cheat. When exploded, crates will throw out a sheep regardless of the crate contents.<br />
|}<br />
<br />
=== 4. The [Enviroment] Group ===<br />
This contains information about the environment of the landscape. Once again, reasonably documented, but value limits are not known.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| string || LandFile= || Seems to always be data\land.dat<br />
|-<br />
| int || Wind= || Maximum wind out of 100. If -1, fixed wind is enabled.<br />
|-<br />
| int || FixedWind= || If Wind = -1, this is a value between -100 and 100 representing the fixed wind, with -100 being full left and 100 being full right.<br />
|-<br />
| int || Friction= || The opposite of friction. Default is 96. WWP mission editor values: ice = 99, mud = 98, stone = 96, rubber = 50, glue = 1. Maybe above 100 is anti-friction?<br />
|-<br />
| bool || IndestructableBorder= || [sic]. 1 if indestructible border around whole level, 0 if not.<br />
|-<br />
| bool || IndestructableLandscape= || [sic]. 1 if indestructible landscape, 0 if not.<br />
|-<br />
| int || LogicRandomSeed= || The starting random seed. 12345 is used for most WA missions; 0 for WWP custom missions. Doesn't really matter.<br />
|-<br />
| bool || AlliedGroupToGoFirst= || Which allied group is first to have a turn.<br />
|-<br />
| int || Sound= || Track number on disc of ambient audio track to play during mission. Values out of range (of 1-11) appear to choose random BGM.<br />
|-<br />
|}<br />
<br />
=== 5. The [Teams] Group ===<br />
Very small group describing the number of teams in the mission.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamsInMission= || Simply, the number of teams in the mission. The game does appear to use this; one mission has a fifth team defined that isn't used due to this being 4; and if this is set too high, the game spawns 1-worm CPU teams in "random" places on the map.<br />
|-<br />
|}<br />
<br />
=== 6. The [HumanTeam] Group ===<br />
The group describing the human team.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. -1 is infinite.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. 0 or not present for no delay.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. -1 for "very high health that can't be displayed properly" (quote from WWP mission editor).<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || 1 if placed as per the options below, 0 if "randomly" placed (obviously based on the same seed each game so not random at all).<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm. <br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm.<br />
|-<br />
| bool || Worm''#''_Vital= || 1 for vital worm; 0 for not. Appears to have no effect for the human team, but some missions have it anyway. That's probably the source of the "killing your worm as well wins the mission" bug in some versions of mission 14 - this option was expected to work when it didn't.<br />
|}<br />
<br />
=== 7. The [CPUTeam''#''] Group ===<br />
Any number of groups describing CPU teams. Presumably limited to five of these.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamNameNumber= || The index of the team name. TODO: List these.<br />
|-<br />
| int || TeamSkill= || CPU skill. WWP mission editor has this from 50 to 185 in steps of 15, but in the default WA missions it appears to be different with very few having even 100. Investigation required.<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team.<br />
|-<br />
| int || SoundBank= || Soundbank ID of the team. Usually seems to be 1. Might not be used.<br />
|-<br />
| int || Flag= || Flag ID of the team. Usually seems to be 1. Probably not used, as all CPU teams seem to have flag 1 regardless of skill.<br />
|-<br />
| int || GraveStone= || Grave ID of the team. Usually seems to be 1.<br />
|-<br />
| int || AlliedGroup= || Allied group of the team. 0 is red, 1 is blue, etc.<br />
|-<br />
| bool || MissionVital= || 1 if team is vital to a mission. When applied to a team allied to the humans, you lose if they are killed. When allied to the CPU, you win if they are killed. Vital teams don't get turns.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. -1 is infinite.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. 0 or not present for no delay.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. -1 for "very high health that can't be displayed properly" (quote from WWP mission editor).<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || Unlike the human team, this option is ignored for CPU teams and is always set to 1. This is due to a bug fix in the [[Worms_Armageddon_ReadMe_(English)/v3.6.26.4_Beta_Update|v3.6.26.4_Beta_Update]] for mission #26 "Mad Cows". If you want to "randomly" place CPU team worms, don't provide any X and Y co-ordinates.<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm.<br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm.<br />
|-<br />
| int || Worm''#''_NameNumber= || The index of the worm name. TODO: List these.<br />
|-<br />
| int || Worm''#''_FixedWeapon= || The weapon ID of the fixed weapon. 0 for normal free CPU choice.<br />
|-<br />
| int || Worm''#''_ActionRadius= || The distance away from itself the CPU takes into account. 0 = no range limitation?<br />
|-<br />
| bool || Worm''#''_Vital= || 1 if the worm is vital to the mission, 0 otherwise. If a vital worm is killed, all allied teams surrender. Might not work with allies to the human team.<br />
|-<br />
|}<br />
<br />
=== 8. The [Events] Group ===<br />
Definitely not required, this group.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TotalNumberOfEvents= || Supposed to be the total number of events, but actually wrong in some of the few missions it even appears in. This value is ignored anyway.<br />
|-<br />
|}<br />
<br />
=== 9. The [Event''####''] Group ===<br />
Events happen independently of each other after a certain number of turns. If more than one event exists for a given turn, they are executed in numerical order. Note that possibly due to a bug or possibly by design, events must appear in the order in which they occur - so if a turn 0 event appears after a turn 1 event, the turn 0 event will not be executed.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TypeOfEvent= || See [[#Event Types|Event Types]]<br />
|-<br />
| int || Turn= || Will cause this event to activate before the nth turn (starting from turn 0 being the first).<br />
|-<br />
| int || Retries= || Causes the event to activate if the number of attempts is equal to or higher than this number. Allows additional events to occur in silver and bronze medal missions (bronze = 1, silver = 4).<br />
|-<br />
| int || [[#Text_String_Index|Text_String_Index]]= || The string index to use for event type 10.<br />
|-<br />
| bool || EventEnd= || Used as a final dummy event to signify the end of the list of events. Not sure if the game likes this being absent or not.<br />
|-<br />
| int || PlaceWeapon_Bonus_Points= || The number of points you get for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_TurnExtension= || The extension to your turn time for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_RoundExtention= || The extension to round time for collecting the weapon crate. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| int || PlaceWeapon_XPosition= || X position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_YPosition= || Y position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_OnGround= || 1 if the weapon crate spawns on the ground beneath the coords (much faster, please do this) or 0 if it falls from the coords.<br />
|-<br />
| int || [[#PlaceWeapon_Contents|PlaceWeapon_Contents]]= || The weapon ID that is in the crate.<br />
|-<br />
| bool || PlaceWeapon_Marked= || 1 if the weapon crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceWeapon_Vital= || 1 if the weapon crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceWeapon_Ammo= || The ammunition of the weapon in the crate, -1 for infinite.<br />
|-<br />
| int || PlaceHealth_Bonus_Points= || The number of points you get for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_TurnExtention= || The extension to your turn time for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_RoundExtention= || The extension to round time for collecting the health crate. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| int || PlaceHealth_XPosition= || X position of health crate.<br />
|-<br />
| int || PlaceHealth_YPosition= || Y position of health crate.<br />
|-<br />
| int || PlaceHealth_OnGround= || 1 if the health crate spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceHealth_Health= || Amount of health in the crate. Uses the mission default if not present. Note that setting this to zero will not use the default, but make the health crate restore 0 health.<br />
|-<br />
| bool || PlaceHealth_Marked= || 1 if the health crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceHealth_Vital= || 1 if the health crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceTarget_XPosition= || X position of target.<br />
|-<br />
| int || PlaceTarget_YPosition= || Y position of target.<br />
|-<br />
| int || PlaceTarget_OnGround= || 1 if the target spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceTarget_TargetType= || 0 for normal, 1 for old woman. In WWP, 2 is invisible, not sure if this is the case in WA.<br />
|-<br />
| int || PlaceTarget_FallSpeed= || Fall speed for the target.<br />
|-<br />
| int || PlaceTarget_Bonus_Points= || The number of points you get for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_TurnExtention= || The extension to your turn time for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_RoundExtention= || The extension to round time for destroying the target. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| bool || PlaceTarget_Marked= || 1 if the target is marked - ie, important for sequences.<br />
|-<br />
| int || PlaceMine_XPosition= || X position of mine.<br />
|-<br />
| int || PlaceMine_YPosition= || Y position of mine.<br />
|-<br />
| int || PlaceMine_OnGround= || 1 if the mine spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceDrum_XPosition= || X position of drum.<br />
|-<br />
| int || PlaceDrum_YPosition= || Y position of drum.<br />
|-<br />
| int || PlaceDrum_OnGround= || 1 if the drum spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || SetEventTurn_TurnNumber= || (Turn number to skip to + 1) for event 12.<br />
|}<br />
<br />
=== 10. The [Sequence''####''] Group ===<br />
Sequence groups are always executed in numerical order from the start of the mission, but sequences in a given turn are always executed after events (in case the first event is "pause executing sequence"). Some event IDs cause the sequence to pause execution until some condition is fulfilled. Note that it is only possible to have one sequence running at a time, unlike WWP where you can have at least two.<br />
<br />
All options are mostly identical to ones in Event groups; the only difference is the way in which they are executed. Despite the Turn= parameter appearing in official missions, it does not work for sequences. To get a sequence to start after a certain turn, you will need to use a Pause Sequence Event and then a Resume Sequence event on the turn you want it to start.<br />
<br />
== Event types ==<br />
Here are the possible values and their functions for the TypeOfEvent settings in events and sequences. Do bear in mind that some of them are only particularly useful in one or the other, but the types appear to be consistent between them which is nice.<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Function<br />
|-<br />
|1 || Place weapon crate.<br />
|-<br />
|2 || Place health crate.<br />
|-<br />
|3 || Place target.<br />
|-<br />
|4 || Trigger nuke.<br />
|-<br />
|5 || Trigger Earthquake.<br />
|-<br />
|6 || Trigger Armageddon.<br />
|-<br />
|7 || Trigger sudden death.<br />
|-<br />
|8 || Wait until no more "marked" crates (for sequences).<br />
|-<br />
|9 || Wait until no more "marked" targets (for sequences).<br />
|-<br />
|10 || Display Morse code message.<br />
|-<br />
|11 || This has an unknown effect in WA. One mission tries to use it to display text but it doesn't appear to work. Requisitioned in WWP as "pause for (n) 10ths of a second" (this isn't implemented in WA), so if it does do something in WA, it's probably unimportant.<br />
|-<br />
|12 || Set Next Turn Number. Not used in any missions, and works a little glitchily - it actually sets the turn number to one less than the value supplied. Also note that because the turn number changes instantly, remaining events for the current turn will no longer execute and instead the game will start executing events for the turn number that it changes to.<br />
|-<br />
|13 || Place mine.<br />
|-<br />
|14 || Place oil barrel.<br />
|-<br />
|15 || Restart sequence.<br />
|-<br />
|16 || Terminate mission (= win if WinningCondition=3 and possibly others).<br />
|-<br />
|17 || Pause sequence<br />
|-<br />
|18 || Resume sequence<br />
|}<br />
<br />
== Weapon Strings ==<br />
The weapon settings in a mission may be configured individually for each team through use of the '''Ammo_''' and '''Delay_''' prefixes, followed by a weapon string and settings. For example, '''Ammo_Batrope=-1''' would set a team's ninja rope supply to infinite, and '''Delay_Bazooka=2''' would apply a 2 turn bazooka delay.<br />
<br />
The following is a list of weapon strings. You always have an infinite supply of Skip go and Surrender, so supplying ammo is unnecessary. It is currently unknown if it is possible to add Aqua Sheep directly to the inventory (but they can be provided in weapon crates, which is the method used in the official missions) - it appears to be implemented with the AquaSheep string, but in rudimentary tests this has not worked.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!Hot Key !! Column #1 !! Column #2 !! Column #3 !! Column #4 !! Column #5<br />
|-<br />
| '''Util.''' || JetPack || LowGravity || FastWalk || LaserSight || Invisibility<br />
|-<br />
| '''F1''' || Bazooka || HomingMissile || Mortar || HomingPigeon || SheepLauncher<br />
|-<br />
| '''F2''' || Grenade || ClusterBomb || BananaBomb || Axe || Earthquake<br />
|-<br />
| '''F3''' || Shotgun || Handgun || Uzi || Minigun || Longbow<br />
|-<br />
| '''F4''' || FirePunch || DragonBall || Kamikaze || SuicideBomber || Prod<br />
|-<br />
| '''F5''' || Dynamite || Mine || Sheep || SuperSheep || MoleBomb<br />
|-<br />
| '''F6''' || AirStrike || NapalmStrike || PostalStrike || MineStrike || MoleSquadron<br />
|-<br />
| '''F7''' || BlowTorch || PneumaticDrill || Girder || BaseballBat || BridgeKit<br />
|-<br />
| '''F8''' || Batrope || Bungee || Parachute || Teleport || Scales<br />
|-<br />
| '''F9''' || SuperBananaBomb || HolyHandGrenade || FlameThrower || SallyArmy || MBBomb<br />
|-<br />
| '''F10''' || PetrolBomb || Skunk || MingVase || SheepStrike || CarpetBomb<br />
|-<br />
| '''F11''' || MadCow || OldWoman || Donkey || NuclearBomb || Armageddon<br />
|-<br />
| '''F12''' || || || SelectWorm || Freeze || MagicBullet<br />
|}<br />
<br />
You can also add the instant effect utilities to your inventory with the following weapon strings, which will correctly take effect for the opening turn only, regardless of how many ammo you give. The exception is Crate Spy, which will last for the entire mission, as expected.<br />
<br />
*Damagex2<br />
*CrateSpy<br />
*DoubleTime<br />
*CrateShower<br />
<br />
== Text_String_Index ==<br />
<br />
The transition messages you get during missions are hardcoded into the game and are referred to via a number. The following table summarises which numbers refer to which messages (in English).<br />
<br />
'''Notes:'''<br />
*There is a typo in-game for messages number 22 and 42, they contain a carriage return arrow at the end.<br />
*Strings 120 - 130 are the names of the CPU teams usable in missions.<br />
*There may be other non-empty strings beyond 130, but they are unlikely to be useful for the purpose of being used during a mission. <br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Message<br />
|-<br />
| 0 || Weapons drop!<br />
|-<br />
| 1 || Supplies imminent.<br />
|-<br />
| 2 || Secure the drop zones!<br />
|-<br />
| 3 || Delivery successful, over and out.<br />
|-<br />
| 4 || The iron eagle is on the way, over.<br />
|-<br />
| 5 || Package delivered, over and out.<br />
|-<br />
| 6 || That's it we're clean out, you're on your own!<br />
|-<br />
| 7 || The crates are your only hope...<br />
|-<br />
| 8 || Enemy air transport en route.<br />
|-<br />
| 9 || Enemy transport closing.<br />
|-<br />
| 10 || Almost here!<br />
|-<br />
| 11 || It's arrived, now get the crate and get the hell out!<br />
|-<br />
| 12 || No ammo? Try this for size!<br />
|-<br />
| 13 || Mind your head!<br />
|-<br />
| 14 || A first class delivery!<br />
|-<br />
| 15 || Weapons drop successful!<br />
|-<br />
| 16 || Don't let this equipment fall into the wrong hands...<br />
|-<br />
| 17 || Express Delivery!<br />
|-<br />
| 18 || Death by mail order.<br />
|-<br />
| 19 || A little bit of healing goes a long way...<br />
|-<br />
| 20 || Something to perk you up, sir.<br />
|-<br />
| 21 || A blessed relief.<br />
|-<br />
| 22 || Some timely assistance?&#8629;<br />
|-<br />
| 23 || Medical supplies dispatched.<br />
|-<br />
| 24 || Another helping hand.<br />
|-<br />
| 25 || A little assistance for you.<br />
|-<br />
| 26 || Every little bit helps.<br />
|-<br />
| 27 || A little light relief.<br />
|-<br />
| 28 || Anybody require medical assistance?<br />
|-<br />
| 29 || Is this your blood group?<br />
|-<br />
| 30 || Live damn you, Live!<br />
|-<br />
| 31 || Medic!<br />
|-<br />
| 32 || Nuke en-route.<br />
|-<br />
| 33 || Time is against us sir, we need to deal with this quickly!<br />
|-<br />
| 34 || Smoke'em out if you can...<br />
|-<br />
| 35 || Meteor strike imminent, dig in!<br />
|-<br />
| 36 || It's on its way, ETA 5 minutes!<br />
|-<br />
| 37 || Time is short, get a move on!<br />
|-<br />
| 38 || Tactical nuclear missile launch detected.<br />
|-<br />
| 39 || Warning! Strike imminent!<br />
|-<br />
| 40 || A tremor has been detected at the north end of the island!<br />
|-<br />
| 41 || Global warming! Watch the water level!<br />
|-<br />
| 42 || Try not to get wet!&#8629;<br />
|-<br />
| 43 || Hurry, don't let them dig in!<br />
|-<br />
| 44 || The General is escaping!<br />
|-<br />
| 45 || Radiation will be the death of you!<br />
|-<br />
| 46 || Reach for the skies!<br />
|-<br />
| 47 || Climb a mountain not a molehill.<br />
|-<br />
| 48 || Keep away from the edge, earthquake imminent!<br />
|-<br />
| 49 || Where's Noah when you need him?<br />
|-<br />
| 50 || It's time to build those shelters.<br />
|-<br />
| 51 || Hope you've got protection.<br />
|-<br />
| 52 || WARNING! Seismic activity, 7.2 on the Richter scale!<br />
|-<br />
| 53 || What happened to the five minute warning?<br />
|-<br />
| 54 || Global extermination!<br />
|-<br />
| 55 || WARNING! Destabilising fault-line...<br />
|-<br />
| 56 || Caution, tectonic movement!<br />
|-<br />
| 57 || The end of the world is nigh!<br />
|-<br />
| 58 || Judgement Day.<br />
|-<br />
| 59 || Enemy forces mobilising!<br />
|-<br />
| 60 || Strike imminent!<br />
|-<br />
| 61 || Next turn the enemy gets serious.<br />
|-<br />
| 62 || The enemy is armed to the teeth!<br />
|-<br />
| 63 || They've seen you, RUN!<br />
|-<br />
| 64 || Enemy weapons embargo has been lifted.<br />
|-<br />
| 65 || There may be trouble ahead...<br />
|-<br />
| 66 || This conflict is escalating.<br />
|-<br />
| 67 || Ride those thermals, trooper!<br />
|-<br />
| 68 || War is hell.<br />
|-<br />
| 69 || Better dig deep...<br />
|-<br />
| 70 || There IS honour in death.<br />
|-<br />
| 71 || Use the darkside!<br />
|-<br />
| 72 || Secure the area!<br />
|-<br />
| 73 || Dig down and dig deep.<br />
|-<br />
| 74 || That fruits just about ripe and for the picking.<br />
|-<br />
| 75 || Remember to get the crates to add armoury.<br />
|-<br />
| 76 || A utility would be useful...<br />
|-<br />
| 77 || You could do with some 1st aid.<br />
|-<br />
| 78 || You'll need to use the rope...<br />
|-<br />
| 79 || Think about using some girders as cover.<br />
|-<br />
| 80 || You need to draw fire.<br />
|-<br />
| 81 || Remember that you can drop items while on a rope!<br />
|-<br />
| 82 || Learn to use the repeat swing of the rope!<br />
|-<br />
| 83 || Learn all the jumping techniques.<br />
|-<br />
| 84 || A back jump gets you up even higher.<br />
|-<br />
| 85 || Make a note of the enemy units and their skills.<br />
|-<br />
| 86 || Act quickly, think sooner.<br />
|-<br />
| 87 || Skunks can reach places that other weapons cannot reach!<br />
|-<br />
| 88 || Guns can be strafed up and down when fired.<br />
|-<br />
| 89 || Crates can sometimes offer a solution to a mission.<br />
|-<br />
| 90 || Girders can still be placed even whilst swinging on your rope.<br />
|-<br />
| 91 || Need a leg up? Try an arrow or two...<br />
|-<br />
| 92 || A girder could be your last line of defence...<br />
|-<br />
| 93 || Animals and old women can go shopping you know...<br />
|-<br />
| 94 || Parachutes don't slow your fall but can be controlled...<br />
|-<br />
| 95 || A parachute! Ride those thermals, trooper!<br />
|-<br />
| 96 || Crates and explosions don't mix.<br />
|-<br />
| 97 || Air strikes are more effective from the correct direction!<br />
|-<br />
| 98 || Moles love to dig down and they tend to explode too.<br />
|-<br />
| 99 || A well-placed stick of dynamite will dislodge any stubborn Worm.<br />
|-<br />
| 100 || Wind can have an effect on fire, be careful not to stand downwind<br />
|-<br />
| 101 || Measure the wind and send a bazooka curling!<br />
|-<br />
| 102 || Extra Worms make great decoys.<br />
|-<br />
| 103 || Roll out the barrels, they can be deadly too...<br />
|-<br />
| 104 || This crate could be vital!<br />
|-<br />
| 105 || Girders can help grenades reach their targets...<br />
|-<br />
| 106 || Aqua Sheep by name, aquatic by nature.<br />
|-<br />
| 107 || Come on soldier, get a move on!<br />
|-<br />
| 108 || You'd better hurry, there's not much time left!<br />
|-<br />
| 109 || Quick! The water is rising!<br />
|-<br />
| 110 || Here's something to help this time.<br />
|-<br />
| 111 || If you're having trouble, use this.<br />
|-<br />
| 112 || We thought you would appreciate this!<br />
|-<br />
| 113 || Looks like you need help, rookie.<br />
|-<br />
| 114 || This will come in handy...<br />
|-<br />
| 115 || You need help...<br />
|-<br />
| 116 || Try this.<br />
|-<br />
| 117 || (empty string)<br />
|-<br />
| 118 || (empty string)<br />
|-<br />
| 119 || (empty string)<br />
|-<br />
| 120 || Cannon Fodder<br />
|-<br />
| 121 || Commandos<br />
|-<br />
| 122 || Elite<br />
|-<br />
| 123 || Enemy<br />
|-<br />
| 124 || Guardsmen<br />
|-<br />
| 125 || Gunners<br />
|-<br />
| 126 || Officers<br />
|-<br />
| 127 || Patrol<br />
|-<br />
| 128 || Platoon<br />
|-<br />
| 129 || Resistance<br />
|-<br />
| 130 || Special Forces<br />
|}<br />
<br />
== PlaceWeapon_Contents ==<br />
<br />
When placing a weapon or utility crate you need to refer to its contents by a number rather than a name. The following list indicates which number refers to which crate contents:<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Contents<br />
|-<br />
| 0 || None (This is a specially defined "empty" crate)<br />
|-<br />
| 1 || Bazooka<br />
|-<br />
| 2 || Homing Missile<br />
|-<br />
| 3 || Mortar<br />
|-<br />
| 4 || Homing Pigeon<br />
|-<br />
| 5 || Sheep Launcher<br />
|-<br />
| 6 || Grenade<br />
|-<br />
| 7 || Cluster Bomb<br />
|-<br />
| 8 || Banana Bomb<br />
|-<br />
| 9 || Mole Bomb<br />
|-<br />
| 10 || Shotgun<br />
|-<br />
| 11 || Handgun<br />
|-<br />
| 12 || Uzi<br />
|-<br />
| 13 || Minigun<br />
|-<br />
| 14 || Longbow<br />
|-<br />
| 15 || Fire Punch<br />
|-<br />
| 16 || Dragonball<br />
|-<br />
| 17 || Kamikaze<br />
|-<br />
| 18 || Prod<br />
|-<br />
| 19 || Battle Axe<br />
|-<br />
| 20 || Dynamite<br />
|-<br />
| 21 || Mine<br />
|-<br />
| 22 || Sheep<br />
|-<br />
| 23 || Super Sheep<br />
|-<br />
| 24 || Aqua Sheep<br />
|-<br />
| 25 || Earth Quake<br />
|-<br />
| 26 || Air Strike<br />
|-<br />
| 27 || Napalm Strike<br />
|-<br />
| 28 || Mail Strike<br />
|-<br />
| 29 || Mine Strike<br />
|-<br />
| 30 || Armageddon<br />
|-<br />
| 31 || Blow torch<br />
|-<br />
| 32 || Pneumatic Drill<br />
|-<br />
| 33 || Girder<br />
|-<br />
| 34 || Baseball Bat<br />
|-<br />
| 35 || Girder Starter-Pack<br />
|-<br />
| 36 || Ninja Rope<br />
|-<br />
| 37 || Bungee<br />
|-<br />
| 38 || Parachute<br />
|-<br />
| 39 || Teleport<br />
|-<br />
| 40 || Scales of Justice<br />
|-<br />
| 41 || Super Banana Bomb<br />
|-<br />
| 42 || Holy Hand-Grenade<br />
|-<br />
| 43 || Salvation Army<br />
|-<br />
| 44 || MB Bomb<br />
|-<br />
| 45 || Flamethrower<br />
|-<br />
| 46 || Petrol Bomb<br />
|-<br />
| 47 || Skunk<br />
|-<br />
| 48 || Priceless Ming Vase<br />
|-<br />
| 49 || French Sheep Strike<br />
|-<br />
| 50 || Mike's Carpet Bomb<br />
|-<br />
| 51 || Mad cow<br />
|-<br />
| 52 || Old woman<br />
|-<br />
| 53 || Mole Squadron<br />
|-<br />
| 54 || Concrete Donkey<br />
|-<br />
| 55 || Indian nuclear Test<br />
|-<br />
| 56 || Select worm<br />
|-<br />
| 57 || Freeze<br />
|-<br />
| 58 || Patsy's Magic Bullet<br />
|-<br />
| 59 || Fast Walk<br />
|-<br />
| 60 || Laser sight<br />
|-<br />
| 61 || Double Damage<br />
|-<br />
| 62 || Invisibility (Usable even in single player!)<br />
|-<br />
| 63 || Low Gravity<br />
|-<br />
| 64 || Crashes the game with a fatal error<br />
|-<br />
| 65 || Suicide Bomber<br />
|-<br />
| 66 || Jetpack<br />
|-<br />
| 67 || Double Turn Time<br />
|-<br />
| 68 || Crate Shower<br />
|-<br />
| 69 || Crashes the game with a fatal error<br />
|-<br />
| 70 || (null)<br />
|-<br />
| 71 || Crashes the game with a fatal error<br />
|-<br />
| 72 and beyond || (null)<br />
|}<br />
<br />
==See also==<br />
* [[WA Mission Customization Guide]]</div>Melonhttps://worms2d.info/?title=Worms_Armageddon_mission_file&diff=21643Worms Armageddon mission file2012-09-18T11:37:07Z<p>Melon: /* 10. The [Sequence####] Group */ Turn parameter does not work for sequences.</p>
<hr />
<div>{{ParentArticle|[[File formats]]}}<br />
<br />
The Worms Armageddon mission file is the file format used to store missions. It contains many typos and spelling errors; so any typos in this page are more likely to be mistakes in the actual format than typos in the documentation.<br />
<br />
Mission files in a disc installation of Worms Armageddon are located on the CD. Which map is used appears to be hard-coded (not usually the same one as the mission filename), as are names and descriptions. This makes making custom missions a bit of a pain. However, below is an almost-complete documentation on the file format. A few notes from Worms World Party are also mentioned due to its mission editor existing, but this documentation is NOT comprehensive for the WWP file format which has many additions and a few alterations (especially of unused or little-known options). In the future, WWP additions may be listed at the bottom of this page.<br />
<br />
== Mission Groups ==<br />
All mission settings are organized under main groups according to their type. These groups always appear in the same order in official missions. (it is uncertain if the ordering matters)<br />
<br />
Not all the of the groups are vital for the mission to work. The '''[CPUTeam''#'']''', '''[Event''####'']''', and '''[Sequence''####'']''' may have multiple instances in the file, and the group seems to be ignored if the number is zero so make sure it's positive. <br />
<br />
Typos and many other errors appear to be silently ignored, which isn't great for manual debugging, especially since the file format is filled with them in the first place.<br />
<br />
=== 1. The [Mission] Group ===<br />
This contains the overview of the mission itself. Not yet particularly well-documented on the whole.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || MissionNumber= || Corresponds to the 0-indexed mission number; probably unused in game (untested).<br />
|-<br />
| int || WinningCondition= || What you need to do in order to win the mission. 0: Kill all AI teams. 1: Destroy a vital crate or team. 2: Survive until mission ends. 3: Mission must be terminated (using event or sequence).<br />
|-<br />
| int || WinningWeapon= || Unknown, unused?<br />
|}<br />
<br />
=== 2. The [Description] Group ===<br />
This contains details about the description of the mission. Again, not at all well-documented.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || Name= || Index of the mission name, position, description, map file, and thumbnail. More experimentation required (this was taken from another page).<br />
|-<br />
| int || Difficulty= || Not used. Apparently the difficulty rating for the mission?<br />
|}<br />
<br />
=== 3. The [Options] Group ===<br />
This contains the bulk of the scheme options for the mission. It's pretty comprehensive, containing many features not in the normal scheme format. Many of the values work differently to in the standard scheme format, so read the value descriptions carefully. Most of these are documented well but it is unknown what the upper and lower limits are for many of them; value ranges acceptable in the WWP mission editor are included where it is not obvious.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || FallDamage= || Sets the [[Fall Damage]].<br />
|-<br />
| bool || DisplayRoundTime= || Boolean. 1 to display the round time.<br />
|-<br />
| bool || EnableActionReplay= || Boolean. 1 to show action replays.<br />
|-<br />
| int || LandRetreatTime= || The retreat time in seconds for weapons fired from land.<br />
|-<br />
| int || RopeRetreatTime= || The retreat time in seconds for weapons fired from a rope.<br />
|-<br />
| int || RoundTime= || Round time. If the value is positive, it represents time in minutes; negative values represent time in seconds.<br />
|-<br />
| int || TurnTime= || Turn time. Appears to be formatted like the one in the scheme file, ie signed with negative representing infinite, as it won't let me enter a value greater than 126 in the WWP mission editor.<br />
|-<br />
| int || MineFuse= || Mine fuse in seconds, 4 is random. (-1 is random in WWP, maybe any value outside 1-3 works?)<br />
|-<br />
| int || ObjectType= || Always 0 in default mission files, as they place their objects manually. Probably as in scheme files, ie 0 for no objects, 1 for mines, 2 for barrels, 5 for both, but not tested. Objects would be placed in the same place every time due to random seed being set.<br />
|-<br />
| int || WeaponCrateDrops= || Weapon crate drop probability. Seems to work the same as in scheme files - see [[Crate probability]]<br />
|-<br />
| int || HealthCrateDrops= || Ditto, for health crates.<br />
|-<br />
| int || UtilityCrateDrops= || Ditto, for utility crates.<br />
|-<br />
| int || HealthCrateEnergy= || Set default value for energy obtained from health crates. Setting this to zero (or not including it) makes the default 15. <br />
|-<br />
| bool || EnableSecretWeapons= || 1 if super weapons are available from crates; 0 if not.<br />
|-<br />
| int || SuddenDeathWaterRise= || Water rise rate in pixels.<br />
|-<br />
| int || SuddenDeathWormDamage= || Worm damage in sudden death per turn. Positive values are absolute health values. -1 is all but one. Either 0 is "none", WWP mission editor seems to have a bug in this respect where it will set none to 1, more testing required.<br />
|-<br />
| int || SuddenDeathType= || 0 = end round. 1 = nuke. 2 and 3 = no nuke - water rise and worm damage honoured in both cases. More testing required.<br />
|-<br />
| int || PauseBetweenTurns= || Hotseat time in seconds.<br />
|-<br />
| int || GirderRadius= || Girder placement radius in pixels. 0 = infinite range.<br />
|-<br />
| bool || WormSelect= || 0 = worms in order, 1 = user worm select.<br />
|-<br />
| int || JetPackTimeLimit= || The amount of fuel in the jetpack. Do not include this parameter if you wish to use the default fuel (30). Setting this value to zero will give infinite fuel, the fuel counter starts at zero and goes up as you use it.<br />
|-<br />
| bool || WeaponsDontEndTurn= || 1 if weapons don't end your turn, 0 otherwise.<br />
|-<br />
| bool || PauseTimerWhileFiring= || 1 if timer is paused during firing, 0 otherwise.<br />
|-<br />
| bool || TurnEndFinishesGame= || 1 if ending your turn finishes the mission.<br />
|-<br />
| bool || LossOfControlDoesntEndTurn= || 1 if losing control doesn't cause the turn to end, 0 otherwise.<br />
|-<br />
| bool || Score= || 1 if score displayed ingame; 0 otherwise.<br />
|-<br />
| bool || Sheep= || Enables the "All crates contain sheep" cheat. When exploded, crates will throw out a sheep regardless of the crate contents.<br />
|}<br />
<br />
=== 4. The [Enviroment] Group ===<br />
This contains information about the environment of the landscape. Once again, reasonably documented, but value limits are not known.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| string || LandFile= || Seems to always be data\land.dat<br />
|-<br />
| int || Wind= || Maximum wind out of 100. If -1, fixed wind is enabled.<br />
|-<br />
| int || FixedWind= || If Wind = -1, this is a value between -100 and 100 representing the fixed wind, with -100 being full left and 100 being full right.<br />
|-<br />
| int || Friction= || The opposite of friction. Default is 96. WWP mission editor values: ice = 99, mud = 98, stone = 96, rubber = 50, glue = 1. Maybe above 100 is anti-friction?<br />
|-<br />
| bool || IndestructableBorder= || [sic]. 1 if indestructible border around whole level, 0 if not.<br />
|-<br />
| bool || IndestructableLandscape= || [sic]. 1 if indestructible landscape, 0 if not.<br />
|-<br />
| int || LogicRandomSeed= || The starting random seed. 12345 is used for most WA missions; 0 for WWP custom missions. Doesn't really matter.<br />
|-<br />
| bool || AlliedGroupToGoFirst= || Which allied group is first to have a turn.<br />
|-<br />
| int || Sound= || Track number on disc of ambient audio track to play during mission. Values out of range (of 1-11) appear to choose random BGM.<br />
|-<br />
|}<br />
<br />
=== 5. The [Teams] Group ===<br />
Very small group describing the number of teams in the mission.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamsInMission= || Simply, the number of teams in the mission. The game does appear to use this; one mission has a fifth team defined that isn't used due to this being 4; and if this is set too high, the game spawns 1-worm CPU teams in "random" places on the map.<br />
|-<br />
|}<br />
<br />
=== 6. The [HumanTeam] Group ===<br />
The group describing the human team.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. -1 is infinite.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. 0 or not present for no delay.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. -1 for "very high health that can't be displayed properly" (quote from WWP mission editor).<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || 1 if placed as per the options below, 0 if "randomly" placed (obviously based on the same seed each game so not random at all).<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm. <br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm.<br />
|-<br />
| bool || Worm''#''_Vital= || 1 for vital worm; 0 for not. Appears to have no effect for the human team, but some missions have it anyway. That's probably the source of the "killing your worm as well wins the mission" bug in some versions of mission 14 - this option was expected to work when it didn't.<br />
|}<br />
<br />
=== 7. The [CPUTeam''#''] Group ===<br />
Any number of groups describing CPU teams. Presumably limited to five of these.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamNameNumber= || The index of the team name. TODO: List these.<br />
|-<br />
| int || TeamSkill= || CPU skill. WWP mission editor has this from 50 to 185 in steps of 15, but in the default WA missions it appears to be different with very few having even 100. Investigation required.<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team.<br />
|-<br />
| int || SoundBank= || Soundbank ID of the team. Usually seems to be 1. Might not be used.<br />
|-<br />
| int || Flag= || Flag ID of the team. Usually seems to be 1. Probably not used, as all CPU teams seem to have flag 1 regardless of skill.<br />
|-<br />
| int || GraveStone= || Grave ID of the team. Usually seems to be 1.<br />
|-<br />
| int || AlliedGroup= || Allied group of the team. 0 is red, 1 is blue, etc.<br />
|-<br />
| bool || MissionVital= || 1 if team is vital to a mission. When applied to a team allied to the humans, you lose if they are killed. When allied to the CPU, you win if they are killed. Vital teams don't get turns.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. -1 is infinite.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. 0 or not present for no delay.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. -1 for "very high health that can't be displayed properly" (quote from WWP mission editor).<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || Unlike the human team, this option is ignored for CPU teams and is always set to 1. This is due to a bug fix in the [[Worms_Armageddon_ReadMe_(English)/v3.6.26.4_Beta_Update|v3.6.26.4_Beta_Update]] for mission #26 "Mad Cows". If you want to "randomly" place CPU team worms, don't provide any X and Y co-ordinates.<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm.<br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm.<br />
|-<br />
| int || Worm''#''_NameNumber= || The index of the worm name. TODO: List these.<br />
|-<br />
| int || Worm''#''_FixedWeapon= || The weapon ID of the fixed weapon. 0 for normal free CPU choice.<br />
|-<br />
| int || Worm''#''_ActionRadius= || The distance away from itself the CPU takes into account. 0 = no range limitation?<br />
|-<br />
| bool || Worm''#''_Vital= || 1 if the worm is vital to the mission, 0 otherwise. If a vital worm is killed, all allied teams surrender. Might not work with allies to the human team.<br />
|-<br />
|}<br />
<br />
=== 8. The [Events] Group ===<br />
Definitely not required, this group.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TotalNumberOfEvents= || Supposed to be the total number of events, but actually wrong in some of the few missions it even appears in. This value is ignored anyway.<br />
|-<br />
|}<br />
<br />
=== 9. The [Event''####''] Group ===<br />
Events happen independently of each other after a certain number of turns. If more than one event exists for a given turn, they are executed in numerical order. Note that possibly due to a bug or possibly by design, events must appear in the order in which they occur - so if a turn 0 event appears after a turn 1 event, the turn 0 event will not be executed.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TypeOfEvent= || See [[#Event Types|Event Types]]<br />
|-<br />
| int || Turn= || Will cause this event to activate before the nth turn (starting from turn 0 being the first).<br />
|-<br />
| int || Retries= || Causes the event to activate if the number of attempts is equal to or higher than this number. Allows additional events to occur in silver and bronze medal missions (bronze = 1, silver = 4).<br />
|-<br />
| int || [[#Text_String_Index|Text_String_Index]]= || The string index to use for event type 10.<br />
|-<br />
| bool || EventEnd= || Used as a final dummy event to signify the end of the list of events. Not sure if the game likes this being absent or not.<br />
|-<br />
| int || PlaceWeapon_Bonus_Points= || The number of points you get for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_TurnExtension= || The extension to your turn time for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_RoundExtention= || The extension to round time for collecting the weapon crate. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| int || PlaceWeapon_XPosition= || X position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_YPosition= || Y position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_OnGround= || 1 if the weapon crate spawns on the ground beneath the coords (much faster, please do this) or 0 if it falls from the coords.<br />
|-<br />
| int || [[#PlaceWeapon_Contents|PlaceWeapon_Contents]]= || The weapon ID that is in the crate.<br />
|-<br />
| bool || PlaceWeapon_Marked= || 1 if the weapon crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceWeapon_Vital= || 1 if the weapon crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceWeapon_Ammo= || The ammunition of the weapon in the crate, -1 for infinite.<br />
|-<br />
| int || PlaceHealth_Bonus_Points= || The number of points you get for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_TurnExtention= || The extension to your turn time for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_RoundExtention= || The extension to round time for collecting the health crate. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| int || PlaceHealth_XPosition= || X position of health crate.<br />
|-<br />
| int || PlaceHealth_YPosition= || Y position of health crate.<br />
|-<br />
| int || PlaceHealth_OnGround= || 1 if the health crate spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceHealth_Health= || Amount of health in the crate. Uses the mission default if not present. Note that setting this to zero will not use the default, but make the health crate restore 0 health.<br />
|-<br />
| bool || PlaceHealth_Marked= || 1 if the health crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceHealth_Vital= || 1 if the health crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceTarget_XPosition= || X position of target.<br />
|-<br />
| int || PlaceTarget_YPosition= || Y position of target.<br />
|-<br />
| int || PlaceTarget_OnGround= || 1 if the target spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceTarget_TargetType= || 0 for normal, 1 for old woman. In WWP, 2 is invisible, not sure if this is the case in WA.<br />
|-<br />
| int || PlaceTarget_FallSpeed= || Fall speed for the target.<br />
|-<br />
| int || PlaceTarget_Bonus_Points= || The number of points you get for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_TurnExtention= || The extension to your turn time for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_RoundExtention= || The extension to round time for destroying the target. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| bool || PlaceTarget_Marked= || 1 if the target is marked - ie, important for sequences.<br />
|-<br />
| int || PlaceMine_XPosition= || X position of mine.<br />
|-<br />
| int || PlaceMine_YPosition= || Y position of mine.<br />
|-<br />
| int || PlaceMine_OnGround= || 1 if the mine spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceDrum_XPosition= || X position of drum.<br />
|-<br />
| int || PlaceDrum_YPosition= || Y position of drum.<br />
|-<br />
| int || PlaceDrum_OnGround= || 1 if the drum spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || SetEventTurn_TurnNumber= || Turn number to skip to for event 12.<br />
|}<br />
<br />
=== 10. The [Sequence''####''] Group ===<br />
Sequence groups are always executed in numerical order from the start of the mission, but sequences in a given turn are always executed after events (in case the first event is "pause executing sequence"). Some event IDs cause the sequence to pause execution until some condition is fulfilled. Note that it is only possible to have one sequence running at a time, unlike WWP where you can have at least two.<br />
<br />
All options are mostly identical to ones in Event groups; the only difference is the way in which they are executed. Despite the Turn= parameter appearing in official missions, it does not work for sequences. To get a sequence to start after a certain turn, you will need to use a Pause Sequence Event and then a Resume Sequence event on the turn you want it to start.<br />
<br />
== Event types ==<br />
Here are the possible values and their functions for the TypeOfEvent settings in events and sequences. Do bear in mind that some of them are only particularly useful in one or the other, but the types appear to be consistent between them which is nice.<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Function<br />
|-<br />
|1 || Place weapon crate.<br />
|-<br />
|2 || Place health crate.<br />
|-<br />
|3 || Place target.<br />
|-<br />
|4 || Trigger nuke.<br />
|-<br />
|5 || Trigger Earthquake.<br />
|-<br />
|6 || Trigger Armageddon.<br />
|-<br />
|7 || Trigger sudden death.<br />
|-<br />
|8 || Wait until no more "marked" crates (for sequences).<br />
|-<br />
|9 || Wait until no more "marked" targets (for sequences).<br />
|-<br />
|10 || Display Morse code message.<br />
|-<br />
|11 || This has an unknown effect in WA. One mission tries to use it to display text but it doesn't appear to work. Requisitioned in WWP as "pause for (n) 10ths of a second" (this isn't implemented in WA), so if it does do something in WA, it's probably unimportant.<br />
|-<br />
|12 || In WWP as "Set Next Turn Number"; unsure if in WA (unused in all missions), but the necessary string is in the exe. Needs investigation.<br />
|-<br />
|13 || Place mine.<br />
|-<br />
|14 || Place oil barrel.<br />
|-<br />
|15 || Restart sequence.<br />
|-<br />
|16 || Terminate mission (= win if WinningCondition=3 and possibly others).<br />
|-<br />
|17 || Pause sequence<br />
|-<br />
|18 || Resume sequence<br />
|}<br />
<br />
== Weapon Strings ==<br />
The weapon settings in a mission may be configured individually for each team through use of the '''Ammo_''' and '''Delay_''' prefixes, followed by a weapon string and settings. For example, '''Ammo_Batrope=-1''' would set a team's ninja rope supply to infinite, and '''Delay_Bazooka=2''' would apply a 2 turn bazooka delay.<br />
<br />
The following is a list of weapon strings. You always have an infinite supply of Skip go and Surrender, so supplying ammo is unnecessary. It is currently unknown if it is possible to add Aqua Sheep directly to the inventory (but they can be provided in weapon crates, which is the method used in the official missions) - it appears to be implemented with the AquaSheep string, but in rudimentary tests this has not worked.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!Hot Key !! Column #1 !! Column #2 !! Column #3 !! Column #4 !! Column #5<br />
|-<br />
| '''Util.''' || JetPack || LowGravity || FastWalk || LaserSight || Invisibility<br />
|-<br />
| '''F1''' || Bazooka || HomingMissile || Mortar || HomingPigeon || SheepLauncher<br />
|-<br />
| '''F2''' || Grenade || ClusterBomb || BananaBomb || Axe || Earthquake<br />
|-<br />
| '''F3''' || Shotgun || Handgun || Uzi || Minigun || Longbow<br />
|-<br />
| '''F4''' || FirePunch || DragonBall || Kamikaze || SuicideBomber || Prod<br />
|-<br />
| '''F5''' || Dynamite || Mine || Sheep || SuperSheep || MoleBomb<br />
|-<br />
| '''F6''' || AirStrike || NapalmStrike || PostalStrike || MineStrike || MoleSquadron<br />
|-<br />
| '''F7''' || BlowTorch || PneumaticDrill || Girder || BaseballBat || BridgeKit<br />
|-<br />
| '''F8''' || Batrope || Bungee || Parachute || Teleport || Scales<br />
|-<br />
| '''F9''' || SuperBananaBomb || HolyHandGrenade || FlameThrower || SallyArmy || MBBomb<br />
|-<br />
| '''F10''' || PetrolBomb || Skunk || MingVase || SheepStrike || CarpetBomb<br />
|-<br />
| '''F11''' || MadCow || OldWoman || Donkey || NuclearBomb || Armageddon<br />
|-<br />
| '''F12''' || || || SelectWorm || Freeze || MagicBullet<br />
|}<br />
<br />
You can also add the instant effect utilities to your inventory with the following weapon strings, which will correctly take effect for the opening turn only, regardless of how many ammo you give. The exception is Crate Spy, which will last for the entire mission, as expected.<br />
<br />
*Damagex2<br />
*CrateSpy<br />
*DoubleTime<br />
*CrateShower<br />
<br />
== Text_String_Index ==<br />
<br />
The transition messages you get during missions are hardcoded into the game and are referred to via a number. The following table summarises which numbers refer to which messages (in English).<br />
<br />
'''Notes:'''<br />
*There is a typo in-game for messages number 22 and 42, they contain a carriage return arrow at the end.<br />
*Strings 120 - 130 are the names of the CPU teams usable in missions.<br />
*There may be other non-empty strings beyond 130, but they are unlikely to be useful for the purpose of being used during a mission. <br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Message<br />
|-<br />
| 0 || Weapons drop!<br />
|-<br />
| 1 || Supplies imminent.<br />
|-<br />
| 2 || Secure the drop zones!<br />
|-<br />
| 3 || Delivery successful, over and out.<br />
|-<br />
| 4 || The iron eagle is on the way, over.<br />
|-<br />
| 5 || Package delivered, over and out.<br />
|-<br />
| 6 || That's it we're clean out, you're on your own!<br />
|-<br />
| 7 || The crates are your only hope...<br />
|-<br />
| 8 || Enemy air transport en route.<br />
|-<br />
| 9 || Enemy transport closing.<br />
|-<br />
| 10 || Almost here!<br />
|-<br />
| 11 || It's arrived, now get the crate and get the hell out!<br />
|-<br />
| 12 || No ammo? Try this for size!<br />
|-<br />
| 13 || Mind your head!<br />
|-<br />
| 14 || A first class delivery!<br />
|-<br />
| 15 || Weapons drop successful!<br />
|-<br />
| 16 || Don't let this equipment fall into the wrong hands...<br />
|-<br />
| 17 || Express Delivery!<br />
|-<br />
| 18 || Death by mail order.<br />
|-<br />
| 19 || A little bit of healing goes a long way...<br />
|-<br />
| 20 || Something to perk you up, sir.<br />
|-<br />
| 21 || A blessed relief.<br />
|-<br />
| 22 || Some timely assistance?&#8629;<br />
|-<br />
| 23 || Medical supplies dispatched.<br />
|-<br />
| 24 || Another helping hand.<br />
|-<br />
| 25 || A little assistance for you.<br />
|-<br />
| 26 || Every little bit helps.<br />
|-<br />
| 27 || A little light relief.<br />
|-<br />
| 28 || Anybody require medical assistance?<br />
|-<br />
| 29 || Is this your blood group?<br />
|-<br />
| 30 || Live damn you, Live!<br />
|-<br />
| 31 || Medic!<br />
|-<br />
| 32 || Nuke en-route.<br />
|-<br />
| 33 || Time is against us sir, we need to deal with this quickly!<br />
|-<br />
| 34 || Smoke'em out if you can...<br />
|-<br />
| 35 || Meteor strike imminent, dig in!<br />
|-<br />
| 36 || It's on its way, ETA 5 minutes!<br />
|-<br />
| 37 || Time is short, get a move on!<br />
|-<br />
| 38 || Tactical nuclear missile launch detected.<br />
|-<br />
| 39 || Warning! Strike imminent!<br />
|-<br />
| 40 || A tremor has been detected at the north end of the island!<br />
|-<br />
| 41 || Global warming! Watch the water level!<br />
|-<br />
| 42 || Try not to get wet!&#8629;<br />
|-<br />
| 43 || Hurry, don't let them dig in!<br />
|-<br />
| 44 || The General is escaping!<br />
|-<br />
| 45 || Radiation will be the death of you!<br />
|-<br />
| 46 || Reach for the skies!<br />
|-<br />
| 47 || Climb a mountain not a molehill.<br />
|-<br />
| 48 || Keep away from the edge, earthquake imminent!<br />
|-<br />
| 49 || Where's Noah when you need him?<br />
|-<br />
| 50 || It's time to build those shelters.<br />
|-<br />
| 51 || Hope you've got protection.<br />
|-<br />
| 52 || WARNING! Seismic activity, 7.2 on the Richter scale!<br />
|-<br />
| 53 || What happened to the five minute warning?<br />
|-<br />
| 54 || Global extermination!<br />
|-<br />
| 55 || WARNING! Destabilising fault-line...<br />
|-<br />
| 56 || Caution, tectonic movement!<br />
|-<br />
| 57 || The end of the world is nigh!<br />
|-<br />
| 58 || Judgement Day.<br />
|-<br />
| 59 || Enemy forces mobilising!<br />
|-<br />
| 60 || Strike imminent!<br />
|-<br />
| 61 || Next turn the enemy gets serious.<br />
|-<br />
| 62 || The enemy is armed to the teeth!<br />
|-<br />
| 63 || They've seen you, RUN!<br />
|-<br />
| 64 || Enemy weapons embargo has been lifted.<br />
|-<br />
| 65 || There may be trouble ahead...<br />
|-<br />
| 66 || This conflict is escalating.<br />
|-<br />
| 67 || Ride those thermals, trooper!<br />
|-<br />
| 68 || War is hell.<br />
|-<br />
| 69 || Better dig deep...<br />
|-<br />
| 70 || There IS honour in death.<br />
|-<br />
| 71 || Use the darkside!<br />
|-<br />
| 72 || Secure the area!<br />
|-<br />
| 73 || Dig down and dig deep.<br />
|-<br />
| 74 || That fruits just about ripe and for the picking.<br />
|-<br />
| 75 || Remember to get the crates to add armoury.<br />
|-<br />
| 76 || A utility would be useful...<br />
|-<br />
| 77 || You could do with some 1st aid.<br />
|-<br />
| 78 || You'll need to use the rope...<br />
|-<br />
| 79 || Think about using some girders as cover.<br />
|-<br />
| 80 || You need to draw fire.<br />
|-<br />
| 81 || Remember that you can drop items while on a rope!<br />
|-<br />
| 82 || Learn to use the repeat swing of the rope!<br />
|-<br />
| 83 || Learn all the jumping techniques.<br />
|-<br />
| 84 || A back jump gets you up even higher.<br />
|-<br />
| 85 || Make a note of the enemy units and their skills.<br />
|-<br />
| 86 || Act quickly, think sooner.<br />
|-<br />
| 87 || Skunks can reach places that other weapons cannot reach!<br />
|-<br />
| 88 || Guns can be strafed up and down when fired.<br />
|-<br />
| 89 || Crates can sometimes offer a solution to a mission.<br />
|-<br />
| 90 || Girders can still be placed even whilst swinging on your rope.<br />
|-<br />
| 91 || Need a leg up? Try an arrow or two...<br />
|-<br />
| 92 || A girder could be your last line of defence...<br />
|-<br />
| 93 || Animals and old women can go shopping you know...<br />
|-<br />
| 94 || Parachutes don't slow your fall but can be controlled...<br />
|-<br />
| 95 || A parachute! Ride those thermals, trooper!<br />
|-<br />
| 96 || Crates and explosions don't mix.<br />
|-<br />
| 97 || Air strikes are more effective from the correct direction!<br />
|-<br />
| 98 || Moles love to dig down and they tend to explode too.<br />
|-<br />
| 99 || A well-placed stick of dynamite will dislodge any stubborn Worm.<br />
|-<br />
| 100 || Wind can have an effect on fire, be careful not to stand downwind<br />
|-<br />
| 101 || Measure the wind and send a bazooka curling!<br />
|-<br />
| 102 || Extra Worms make great decoys.<br />
|-<br />
| 103 || Roll out the barrels, they can be deadly too...<br />
|-<br />
| 104 || This crate could be vital!<br />
|-<br />
| 105 || Girders can help grenades reach their targets...<br />
|-<br />
| 106 || Aqua Sheep by name, aquatic by nature.<br />
|-<br />
| 107 || Come on soldier, get a move on!<br />
|-<br />
| 108 || You'd better hurry, there's not much time left!<br />
|-<br />
| 109 || Quick! The water is rising!<br />
|-<br />
| 110 || Here's something to help this time.<br />
|-<br />
| 111 || If you're having trouble, use this.<br />
|-<br />
| 112 || We thought you would appreciate this!<br />
|-<br />
| 113 || Looks like you need help, rookie.<br />
|-<br />
| 114 || This will come in handy...<br />
|-<br />
| 115 || You need help...<br />
|-<br />
| 116 || Try this.<br />
|-<br />
| 117 || (empty string)<br />
|-<br />
| 118 || (empty string)<br />
|-<br />
| 119 || (empty string)<br />
|-<br />
| 120 || Cannon Fodder<br />
|-<br />
| 121 || Commandos<br />
|-<br />
| 122 || Elite<br />
|-<br />
| 123 || Enemy<br />
|-<br />
| 124 || Guardsmen<br />
|-<br />
| 125 || Gunners<br />
|-<br />
| 126 || Officers<br />
|-<br />
| 127 || Patrol<br />
|-<br />
| 128 || Platoon<br />
|-<br />
| 129 || Resistance<br />
|-<br />
| 130 || Special Forces<br />
|}<br />
<br />
== PlaceWeapon_Contents ==<br />
<br />
When placing a weapon or utility crate you need to refer to its contents by a number rather than a name. The following list indicates which number refers to which crate contents:<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Contents<br />
|-<br />
| 0 || None (This is a specially defined "empty" crate)<br />
|-<br />
| 1 || Bazooka<br />
|-<br />
| 2 || Homing Missile<br />
|-<br />
| 3 || Mortar<br />
|-<br />
| 4 || Homing Pigeon<br />
|-<br />
| 5 || Sheep Launcher<br />
|-<br />
| 6 || Grenade<br />
|-<br />
| 7 || Cluster Bomb<br />
|-<br />
| 8 || Banana Bomb<br />
|-<br />
| 9 || Mole Bomb<br />
|-<br />
| 10 || Shotgun<br />
|-<br />
| 11 || Handgun<br />
|-<br />
| 12 || Uzi<br />
|-<br />
| 13 || Minigun<br />
|-<br />
| 14 || Longbow<br />
|-<br />
| 15 || Fire Punch<br />
|-<br />
| 16 || Dragonball<br />
|-<br />
| 17 || Kamikaze<br />
|-<br />
| 18 || Prod<br />
|-<br />
| 19 || Battle Axe<br />
|-<br />
| 20 || Dynamite<br />
|-<br />
| 21 || Mine<br />
|-<br />
| 22 || Sheep<br />
|-<br />
| 23 || Super Sheep<br />
|-<br />
| 24 || Aqua Sheep<br />
|-<br />
| 25 || Earth Quake<br />
|-<br />
| 26 || Air Strike<br />
|-<br />
| 27 || Napalm Strike<br />
|-<br />
| 28 || Mail Strike<br />
|-<br />
| 29 || Mine Strike<br />
|-<br />
| 30 || Armageddon<br />
|-<br />
| 31 || Blow torch<br />
|-<br />
| 32 || Pneumatic Drill<br />
|-<br />
| 33 || Girder<br />
|-<br />
| 34 || Baseball Bat<br />
|-<br />
| 35 || Girder Starter-Pack<br />
|-<br />
| 36 || Ninja Rope<br />
|-<br />
| 37 || Bungee<br />
|-<br />
| 38 || Parachute<br />
|-<br />
| 39 || Teleport<br />
|-<br />
| 40 || Scales of Justice<br />
|-<br />
| 41 || Super Banana Bomb<br />
|-<br />
| 42 || Holy Hand-Grenade<br />
|-<br />
| 43 || Salvation Army<br />
|-<br />
| 44 || MB Bomb<br />
|-<br />
| 45 || Flamethrower<br />
|-<br />
| 46 || Petrol Bomb<br />
|-<br />
| 47 || Skunk<br />
|-<br />
| 48 || Priceless Ming Vase<br />
|-<br />
| 49 || French Sheep Strike<br />
|-<br />
| 50 || Mike's Carpet Bomb<br />
|-<br />
| 51 || Mad cow<br />
|-<br />
| 52 || Old woman<br />
|-<br />
| 53 || Mole Squadron<br />
|-<br />
| 54 || Concrete Donkey<br />
|-<br />
| 55 || Indian nuclear Test<br />
|-<br />
| 56 || Select worm<br />
|-<br />
| 57 || Freeze<br />
|-<br />
| 58 || Patsy's Magic Bullet<br />
|-<br />
| 59 || Fast Walk<br />
|-<br />
| 60 || Laser sight<br />
|-<br />
| 61 || Double Damage<br />
|-<br />
| 62 || Invisibility (Usable even in single player!)<br />
|-<br />
| 63 || Low Gravity<br />
|-<br />
| 64 || Crashes the game with a fatal error<br />
|-<br />
| 65 || Suicide Bomber<br />
|-<br />
| 66 || Jetpack<br />
|-<br />
| 67 || Double Turn Time<br />
|-<br />
| 68 || Crate Shower<br />
|-<br />
| 69 || Crashes the game with a fatal error<br />
|-<br />
| 70 || (null)<br />
|-<br />
| 71 || Crashes the game with a fatal error<br />
|-<br />
| 72 and beyond || (null)<br />
|}<br />
<br />
==See also==<br />
* [[WA Mission Customization Guide]]</div>Melonhttps://worms2d.info/?title=Worms_Armageddon_mission_file&diff=21636Worms Armageddon mission file2012-09-18T09:46:24Z<p>Melon: /* 7. The [CPUTeam#] Group */ Worm placement shenanigans.</p>
<hr />
<div>{{ParentArticle|[[File formats]]}}<br />
<br />
The Worms Armageddon mission file is the file format used to store missions. It contains many typos and spelling errors; so any typos in this page are more likely to be mistakes in the actual format than typos in the documentation.<br />
<br />
Mission files in a disc installation of Worms Armageddon are located on the CD. Which map is used appears to be hard-coded (not usually the same one as the mission filename), as are names and descriptions. This makes making custom missions a bit of a pain. However, below is an almost-complete documentation on the file format. A few notes from Worms World Party are also mentioned due to its mission editor existing, but this documentation is NOT comprehensive for the WWP file format which has many additions and a few alterations (especially of unused or little-known options). In the future, WWP additions may be listed at the bottom of this page.<br />
<br />
== Mission Groups ==<br />
All mission settings are organized under main groups according to their type. These groups always appear in the same order in official missions. (it is uncertain if the ordering matters)<br />
<br />
Not all the of the groups are vital for the mission to work. The '''[CPUTeam''#'']''', '''[Event''####'']''', and '''[Sequence''####'']''' may have multiple instances in the file, and the group seems to be ignored if the number is zero so make sure it's positive. <br />
<br />
Typos and many other errors appear to be silently ignored, which isn't great for manual debugging, especially since the file format is filled with them in the first place.<br />
<br />
=== 1. The [Mission] Group ===<br />
This contains the overview of the mission itself. Not yet particularly well-documented on the whole.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || MissionNumber= || Corresponds to the 0-indexed mission number; probably unused in game (untested).<br />
|-<br />
| int || WinningCondition= || What you need to do in order to win the mission. 0: Kill all AI teams. 1: Destroy a vital crate or team. 2: Survive until mission ends. 3: Mission must be terminated (using event or sequence).<br />
|-<br />
| int || WinningWeapon= || Unknown, unused?<br />
|}<br />
<br />
=== 2. The [Description] Group ===<br />
This contains details about the description of the mission. Again, not at all well-documented.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || Name= || Index of the mission name, position, description, map file, and thumbnail. More experimentation required (this was taken from another page).<br />
|-<br />
| int || Difficulty= || Not used. Apparently the difficulty rating for the mission?<br />
|}<br />
<br />
=== 3. The [Options] Group ===<br />
This contains the bulk of the scheme options for the mission. It's pretty comprehensive, containing many features not in the normal scheme format. Many of the values work differently to in the standard scheme format, so read the value descriptions carefully. Most of these are documented well but it is unknown what the upper and lower limits are for many of them; value ranges acceptable in the WWP mission editor are included where it is not obvious.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || FallDamage= || Sets the [[Fall Damage]].<br />
|-<br />
| bool || DisplayRoundTime= || Boolean. 1 to display the round time.<br />
|-<br />
| bool || EnableActionReplay= || Boolean. 1 to show action replays.<br />
|-<br />
| int || LandRetreatTime= || The retreat time in seconds for weapons fired from land.<br />
|-<br />
| int || RopeRetreatTime= || The retreat time in seconds for weapons fired from a rope.<br />
|-<br />
| int || RoundTime= || Round time. If the value is positive, it represents time in minutes; negative values represent time in seconds.<br />
|-<br />
| int || TurnTime= || Turn time. Appears to be formatted like the one in the scheme file, ie signed with negative representing infinite, as it won't let me enter a value greater than 126 in the WWP mission editor.<br />
|-<br />
| int || MineFuse= || Mine fuse in seconds, 4 is random. (-1 is random in WWP, maybe any value outside 1-3 works?)<br />
|-<br />
| int || ObjectType= || Always 0 in default mission files, as they place their objects manually. Probably as in scheme files, ie 0 for no objects, 1 for mines, 2 for barrels, 5 for both, but not tested. Objects would be placed in the same place every time due to random seed being set.<br />
|-<br />
| int || WeaponCrateDrops= || Weapon crate drop probability. Seems to work the same as in scheme files - see [[Crate probability]]<br />
|-<br />
| int || HealthCrateDrops= || Ditto, for health crates.<br />
|-<br />
| int || UtilityCrateDrops= || Ditto, for utility crates.<br />
|-<br />
| int || HealthCrateEnergy= || Set default value for energy obtained from health crates. Setting this to zero (or not including it) makes the default 15. <br />
|-<br />
| bool || EnableSecretWeapons= || 1 if super weapons are available from crates; 0 if not.<br />
|-<br />
| int || SuddenDeathWaterRise= || Water rise rate in pixels.<br />
|-<br />
| int || SuddenDeathWormDamage= || Worm damage in sudden death per turn. Positive values are absolute health values. -1 is all but one. Either 0 is "none", WWP mission editor seems to have a bug in this respect where it will set none to 1, more testing required.<br />
|-<br />
| int || SuddenDeathType= || 0 = end round. 1 = nuke. 2 and 3 = no nuke - water rise and worm damage honoured in both cases. More testing required.<br />
|-<br />
| int || PauseBetweenTurns= || Hotseat time in seconds.<br />
|-<br />
| int || GirderRadius= || Girder placement radius in pixels. 0 = infinite range.<br />
|-<br />
| bool || WormSelect= || 0 = worms in order, 1 = user worm select.<br />
|-<br />
| int || JetPackTimeLimit= || The amount of fuel in the jetpack. Do not include this parameter if you wish to use the default fuel (30). Setting this value to zero will give infinite fuel, the fuel counter starts at zero and goes up as you use it.<br />
|-<br />
| bool || WeaponsDontEndTurn= || 1 if weapons don't end your turn, 0 otherwise.<br />
|-<br />
| bool || PauseTimerWhileFiring= || 1 if timer is paused during firing, 0 otherwise.<br />
|-<br />
| bool || TurnEndFinishesGame= || 1 if ending your turn finishes the mission.<br />
|-<br />
| bool || LossOfControlDoesntEndTurn= || 1 if losing control doesn't cause the turn to end, 0 otherwise.<br />
|-<br />
| bool || Score= || 1 if score displayed ingame; 0 otherwise.<br />
|-<br />
| bool || Sheep= || Enables the "All crates contain sheep" cheat. When exploded, crates will throw out a sheep regardless of the crate contents.<br />
|}<br />
<br />
=== 4. The [Enviroment] Group ===<br />
This contains information about the environment of the landscape. Once again, reasonably documented, but value limits are not known.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| string || LandFile= || Seems to always be data\land.dat<br />
|-<br />
| int || Wind= || Maximum wind out of 100. If -1, fixed wind is enabled.<br />
|-<br />
| int || FixedWind= || If Wind = -1, this is a value between -100 and 100 representing the fixed wind, with -100 being full left and 100 being full right.<br />
|-<br />
| int || Friction= || The opposite of friction. Default is 96. WWP mission editor values: ice = 99, mud = 98, stone = 96, rubber = 50, glue = 1. Maybe above 100 is anti-friction?<br />
|-<br />
| bool || IndestructableBorder= || [sic]. 1 if indestructible border around whole level, 0 if not.<br />
|-<br />
| bool || IndestructableLandscape= || [sic]. 1 if indestructible landscape, 0 if not.<br />
|-<br />
| int || LogicRandomSeed= || The starting random seed. 12345 is used for most WA missions; 0 for WWP custom missions. Doesn't really matter.<br />
|-<br />
| bool || AlliedGroupToGoFirst= || Which allied group is first to have a turn.<br />
|-<br />
| int || Sound= || Track number on disc of ambient audio track to play during mission. Values out of range (of 1-11) appear to choose random BGM.<br />
|-<br />
|}<br />
<br />
=== 5. The [Teams] Group ===<br />
Very small group describing the number of teams in the mission.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamsInMission= || Simply, the number of teams in the mission. The game does appear to use this; one mission has a fifth team defined that isn't used due to this being 4; and if this is set too high, the game spawns 1-worm CPU teams in "random" places on the map.<br />
|-<br />
|}<br />
<br />
=== 6. The [HumanTeam] Group ===<br />
The group describing the human team.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. -1 is infinite.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. 0 or not present for no delay.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. -1 for "very high health that can't be displayed properly" (quote from WWP mission editor).<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || 1 if placed as per the options below, 0 if "randomly" placed (obviously based on the same seed each game so not random at all).<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm. <br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm.<br />
|-<br />
| bool || Worm''#''_Vital= || 1 for vital worm; 0 for not. Appears to have no effect for the human team, but some missions have it anyway. That's probably the source of the "killing your worm as well wins the mission" bug in some versions of mission 14 - this option was expected to work when it didn't.<br />
|}<br />
<br />
=== 7. The [CPUTeam''#''] Group ===<br />
Any number of groups describing CPU teams. Presumably limited to five of these.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamNameNumber= || The index of the team name. TODO: List these.<br />
|-<br />
| int || TeamSkill= || CPU skill. WWP mission editor has this from 50 to 185 in steps of 15, but in the default WA missions it appears to be different with very few having even 100. Investigation required.<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team.<br />
|-<br />
| int || SoundBank= || Soundbank ID of the team. Usually seems to be 1. Might not be used.<br />
|-<br />
| int || Flag= || Flag ID of the team. Usually seems to be 1. Probably not used, as all CPU teams seem to have flag 1 regardless of skill.<br />
|-<br />
| int || GraveStone= || Grave ID of the team. Usually seems to be 1.<br />
|-<br />
| int || AlliedGroup= || Allied group of the team. 0 is red, 1 is blue, etc.<br />
|-<br />
| bool || MissionVital= || 1 if team is vital to a mission. When applied to a team allied to the humans, you lose if they are killed. When allied to the CPU, you win if they are killed. Vital teams don't get turns.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. -1 is infinite.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. 0 or not present for no delay.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. -1 for "very high health that can't be displayed properly" (quote from WWP mission editor).<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || Unlike the human team, this option is ignored for CPU teams and is always set to 1. This is due to a bug fix in the [[Worms_Armageddon_ReadMe_(English)/v3.6.26.4_Beta_Update|v3.6.26.4_Beta_Update]] for mission #26 "Mad Cows". If you want to "randomly" place CPU team worms, don't provide any X and Y co-ordinates.<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm.<br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm.<br />
|-<br />
| int || Worm''#''_NameNumber= || The index of the worm name. TODO: List these.<br />
|-<br />
| int || Worm''#''_FixedWeapon= || The weapon ID of the fixed weapon. 0 for normal free CPU choice.<br />
|-<br />
| int || Worm''#''_ActionRadius= || The distance away from itself the CPU takes into account. 0 = no range limitation?<br />
|-<br />
| bool || Worm''#''_Vital= || 1 if the worm is vital to the mission, 0 otherwise. If a vital worm is killed, all allied teams surrender. Might not work with allies to the human team.<br />
|-<br />
|}<br />
<br />
=== 8. The [Events] Group ===<br />
Definitely not required, this group.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TotalNumberOfEvents= || Supposed to be the total number of events, but actually wrong in some of the few missions it even appears in. This value is ignored anyway.<br />
|-<br />
|}<br />
<br />
=== 9. The [Event''####''] Group ===<br />
Events happen independently of each other after a certain number of turns. If more than one event exists for a given turn, they are executed in numerical order. Note that possibly due to a bug or possibly by design, events must appear in the order in which they occur - so if a turn 0 event appears after a turn 1 event, the turn 0 event will not be executed.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TypeOfEvent= || See [[#Event Types|Event Types]]<br />
|-<br />
| int || Turn= || Will cause this event to activate before the nth turn (starting from turn 0 being the first).<br />
|-<br />
| int || Retries= || Causes the event to activate if the number of attempts is equal to or higher than this number. Allows additional events to occur in silver and bronze medal missions (bronze = 1, silver = 4).<br />
|-<br />
| int || [[#Text_String_Index|Text_String_Index]]= || The string index to use for event type 10.<br />
|-<br />
| bool || EventEnd= || Used as a final dummy event to signify the end of the list of events. Not sure if the game likes this being absent or not.<br />
|-<br />
| int || PlaceWeapon_Bonus_Points= || The number of points you get for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_TurnExtension= || The extension to your turn time for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_RoundExtention= || The extension to round time for collecting the weapon crate. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| int || PlaceWeapon_XPosition= || X position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_YPosition= || Y position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_OnGround= || 1 if the weapon crate spawns on the ground beneath the coords (much faster, please do this) or 0 if it falls from the coords.<br />
|-<br />
| int || [[#PlaceWeapon_Contents|PlaceWeapon_Contents]]= || The weapon ID that is in the crate.<br />
|-<br />
| bool || PlaceWeapon_Marked= || 1 if the weapon crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceWeapon_Vital= || 1 if the weapon crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceWeapon_Ammo= || The ammunition of the weapon in the crate, -1 for infinite.<br />
|-<br />
| int || PlaceHealth_Bonus_Points= || The number of points you get for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_TurnExtention= || The extension to your turn time for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_RoundExtention= || The extension to round time for collecting the health crate. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| int || PlaceHealth_XPosition= || X position of health crate.<br />
|-<br />
| int || PlaceHealth_YPosition= || Y position of health crate.<br />
|-<br />
| int || PlaceHealth_OnGround= || 1 if the health crate spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceHealth_Health= || Amount of health in the crate. Uses the mission default if not present. Note that setting this to zero will not use the default, but make the health crate restore 0 health.<br />
|-<br />
| bool || PlaceHealth_Marked= || 1 if the health crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceHealth_Vital= || 1 if the health crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceTarget_XPosition= || X position of target.<br />
|-<br />
| int || PlaceTarget_YPosition= || Y position of target.<br />
|-<br />
| int || PlaceTarget_OnGround= || 1 if the target spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceTarget_TargetType= || 0 for normal, 1 for old woman. In WWP, 2 is invisible, not sure if this is the case in WA.<br />
|-<br />
| int || PlaceTarget_FallSpeed= || Fall speed for the target.<br />
|-<br />
| int || PlaceTarget_Bonus_Points= || The number of points you get for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_TurnExtention= || The extension to your turn time for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_RoundExtention= || The extension to round time for destroying the target. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| bool || PlaceTarget_Marked= || 1 if the target is marked - ie, important for sequences.<br />
|-<br />
| int || PlaceMine_XPosition= || X position of mine.<br />
|-<br />
| int || PlaceMine_YPosition= || Y position of mine.<br />
|-<br />
| int || PlaceMine_OnGround= || 1 if the mine spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceDrum_XPosition= || X position of drum.<br />
|-<br />
| int || PlaceDrum_YPosition= || Y position of drum.<br />
|-<br />
| int || PlaceDrum_OnGround= || 1 if the drum spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || SetEventTurn_TurnNumber= || Turn number to skip to for event 12.<br />
|}<br />
<br />
=== 10. The [Sequence''####''] Group ===<br />
Sequence groups are always executed in numerical order from the start of the mission, but sequences in a given turn are always executed after events (in case the first event is "pause executing sequence"). Some event IDs cause the sequence to pause execution until some condition is fulfilled. Note that it is only possible to have one sequence running at a time, unlike WWP where you can have at least two.<br />
<br />
All options are identical to ones in Event groups; the only difference is the way in which they are executed. You can even add a Turn indicator to a sequence group to pause the sequence until that turn (not tested if that actually works, the only place I can find it is at the start of a sequence).<br />
<br />
== Event types ==<br />
Here are the possible values and their functions for the TypeOfEvent settings in events and sequences. Do bear in mind that some of them are only particularly useful in one or the other, but the types appear to be consistent between them which is nice.<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Function<br />
|-<br />
|1 || Place weapon crate.<br />
|-<br />
|2 || Place health crate.<br />
|-<br />
|3 || Place target.<br />
|-<br />
|4 || Trigger nuke.<br />
|-<br />
|5 || Trigger Earthquake.<br />
|-<br />
|6 || Trigger Armageddon.<br />
|-<br />
|7 || Trigger sudden death.<br />
|-<br />
|8 || Wait until no more "marked" crates (for sequences).<br />
|-<br />
|9 || Wait until no more "marked" targets (for sequences).<br />
|-<br />
|10 || Display Morse code message.<br />
|-<br />
|11 || This has an unknown effect in WA. One mission tries to use it to display text but it doesn't appear to work. Requisitioned in WWP as "pause for (n) 10ths of a second" (this isn't implemented in WA), so if it does do something in WA, it's probably unimportant.<br />
|-<br />
|12 || In WWP as "Set Next Turn Number"; unsure if in WA (unused in all missions), but the necessary string is in the exe. Needs investigation.<br />
|-<br />
|13 || Place mine.<br />
|-<br />
|14 || Place oil barrel.<br />
|-<br />
|15 || Restart sequence.<br />
|-<br />
|16 || Terminate mission (= win if WinningCondition=3 and possibly others).<br />
|-<br />
|17 || Pause sequence<br />
|-<br />
|18 || Resume sequence<br />
|}<br />
<br />
== Weapon Strings ==<br />
The weapon settings in a mission may be configured individually for each team through use of the '''Ammo_''' and '''Delay_''' prefixes, followed by a weapon string and settings. For example, '''Ammo_Batrope=-1''' would set a team's ninja rope supply to infinite, and '''Delay_Bazooka=2''' would apply a 2 turn bazooka delay.<br />
<br />
The following is a list of weapon strings. You always have an infinite supply of Skip go and Surrender, so supplying ammo is unnecessary. It is currently unknown if it is possible to add Aqua Sheep directly to the inventory (but they can be provided in weapon crates, which is the method used in the official missions) - it appears to be implemented with the AquaSheep string, but in rudimentary tests this has not worked.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!Hot Key !! Column #1 !! Column #2 !! Column #3 !! Column #4 !! Column #5<br />
|-<br />
| '''Util.''' || JetPack || LowGravity || FastWalk || LaserSight || Invisibility<br />
|-<br />
| '''F1''' || Bazooka || HomingMissile || Mortar || HomingPigeon || SheepLauncher<br />
|-<br />
| '''F2''' || Grenade || ClusterBomb || BananaBomb || Axe || Earthquake<br />
|-<br />
| '''F3''' || Shotgun || Handgun || Uzi || Minigun || Longbow<br />
|-<br />
| '''F4''' || FirePunch || DragonBall || Kamikaze || SuicideBomber || Prod<br />
|-<br />
| '''F5''' || Dynamite || Mine || Sheep || SuperSheep || MoleBomb<br />
|-<br />
| '''F6''' || AirStrike || NapalmStrike || PostalStrike || MineStrike || MoleSquadron<br />
|-<br />
| '''F7''' || BlowTorch || PneumaticDrill || Girder || BaseballBat || BridgeKit<br />
|-<br />
| '''F8''' || Batrope || Bungee || Parachute || Teleport || Scales<br />
|-<br />
| '''F9''' || SuperBananaBomb || HolyHandGrenade || FlameThrower || SallyArmy || MBBomb<br />
|-<br />
| '''F10''' || PetrolBomb || Skunk || MingVase || SheepStrike || CarpetBomb<br />
|-<br />
| '''F11''' || MadCow || OldWoman || Donkey || NuclearBomb || Armageddon<br />
|-<br />
| '''F12''' || || || SelectWorm || Freeze || MagicBullet<br />
|}<br />
<br />
You can also add the instant effect utilities to your inventory with the following weapon strings, which will correctly take effect for the opening turn only, regardless of how many ammo you give. The exception is Crate Spy, which will last for the entire mission, as expected.<br />
<br />
*Damagex2<br />
*CrateSpy<br />
*DoubleTime<br />
*CrateShower<br />
<br />
== Text_String_Index ==<br />
<br />
The transition messages you get during missions are hardcoded into the game and are referred to via a number. The following table summarises which numbers refer to which messages (in English).<br />
<br />
'''Notes:'''<br />
*There is a typo in-game for messages number 22 and 42, they contain a carriage return arrow at the end.<br />
*Strings 120 - 130 are the names of the CPU teams usable in missions.<br />
*There may be other non-empty strings beyond 130, but they are unlikely to be useful for the purpose of being used during a mission. <br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Message<br />
|-<br />
| 0 || Weapons drop!<br />
|-<br />
| 1 || Supplies imminent.<br />
|-<br />
| 2 || Secure the drop zones!<br />
|-<br />
| 3 || Delivery successful, over and out.<br />
|-<br />
| 4 || The iron eagle is on the way, over.<br />
|-<br />
| 5 || Package delivered, over and out.<br />
|-<br />
| 6 || That's it we're clean out, you're on your own!<br />
|-<br />
| 7 || The crates are your only hope...<br />
|-<br />
| 8 || Enemy air transport en route.<br />
|-<br />
| 9 || Enemy transport closing.<br />
|-<br />
| 10 || Almost here!<br />
|-<br />
| 11 || It's arrived, now get the crate and get the hell out!<br />
|-<br />
| 12 || No ammo? Try this for size!<br />
|-<br />
| 13 || Mind your head!<br />
|-<br />
| 14 || A first class delivery!<br />
|-<br />
| 15 || Weapons drop successful!<br />
|-<br />
| 16 || Don't let this equipment fall into the wrong hands...<br />
|-<br />
| 17 || Express Delivery!<br />
|-<br />
| 18 || Death by mail order.<br />
|-<br />
| 19 || A little bit of healing goes a long way...<br />
|-<br />
| 20 || Something to perk you up, sir.<br />
|-<br />
| 21 || A blessed relief.<br />
|-<br />
| 22 || Some timely assistance?&#8629;<br />
|-<br />
| 23 || Medical supplies dispatched.<br />
|-<br />
| 24 || Another helping hand.<br />
|-<br />
| 25 || A little assistance for you.<br />
|-<br />
| 26 || Every little bit helps.<br />
|-<br />
| 27 || A little light relief.<br />
|-<br />
| 28 || Anybody require medical assistance?<br />
|-<br />
| 29 || Is this your blood group?<br />
|-<br />
| 30 || Live damn you, Live!<br />
|-<br />
| 31 || Medic!<br />
|-<br />
| 32 || Nuke en-route.<br />
|-<br />
| 33 || Time is against us sir, we need to deal with this quickly!<br />
|-<br />
| 34 || Smoke'em out if you can...<br />
|-<br />
| 35 || Meteor strike imminent, dig in!<br />
|-<br />
| 36 || It's on its way, ETA 5 minutes!<br />
|-<br />
| 37 || Time is short, get a move on!<br />
|-<br />
| 38 || Tactical nuclear missile launch detected.<br />
|-<br />
| 39 || Warning! Strike imminent!<br />
|-<br />
| 40 || A tremor has been detected at the north end of the island!<br />
|-<br />
| 41 || Global warming! Watch the water level!<br />
|-<br />
| 42 || Try not to get wet!&#8629;<br />
|-<br />
| 43 || Hurry, don't let them dig in!<br />
|-<br />
| 44 || The General is escaping!<br />
|-<br />
| 45 || Radiation will be the death of you!<br />
|-<br />
| 46 || Reach for the skies!<br />
|-<br />
| 47 || Climb a mountain not a molehill.<br />
|-<br />
| 48 || Keep away from the edge, earthquake imminent!<br />
|-<br />
| 49 || Where's Noah when you need him?<br />
|-<br />
| 50 || It's time to build those shelters.<br />
|-<br />
| 51 || Hope you've got protection.<br />
|-<br />
| 52 || WARNING! Seismic activity, 7.2 on the Richter scale!<br />
|-<br />
| 53 || What happened to the five minute warning?<br />
|-<br />
| 54 || Global extermination!<br />
|-<br />
| 55 || WARNING! Destabilising fault-line...<br />
|-<br />
| 56 || Caution, tectonic movement!<br />
|-<br />
| 57 || The end of the world is nigh!<br />
|-<br />
| 58 || Judgement Day.<br />
|-<br />
| 59 || Enemy forces mobilising!<br />
|-<br />
| 60 || Strike imminent!<br />
|-<br />
| 61 || Next turn the enemy gets serious.<br />
|-<br />
| 62 || The enemy is armed to the teeth!<br />
|-<br />
| 63 || They've seen you, RUN!<br />
|-<br />
| 64 || Enemy weapons embargo has been lifted.<br />
|-<br />
| 65 || There may be trouble ahead...<br />
|-<br />
| 66 || This conflict is escalating.<br />
|-<br />
| 67 || Ride those thermals, trooper!<br />
|-<br />
| 68 || War is hell.<br />
|-<br />
| 69 || Better dig deep...<br />
|-<br />
| 70 || There IS honour in death.<br />
|-<br />
| 71 || Use the darkside!<br />
|-<br />
| 72 || Secure the area!<br />
|-<br />
| 73 || Dig down and dig deep.<br />
|-<br />
| 74 || That fruits just about ripe and for the picking.<br />
|-<br />
| 75 || Remember to get the crates to add armoury.<br />
|-<br />
| 76 || A utility would be useful...<br />
|-<br />
| 77 || You could do with some 1st aid.<br />
|-<br />
| 78 || You'll need to use the rope...<br />
|-<br />
| 79 || Think about using some girders as cover.<br />
|-<br />
| 80 || You need to draw fire.<br />
|-<br />
| 81 || Remember that you can drop items while on a rope!<br />
|-<br />
| 82 || Learn to use the repeat swing of the rope!<br />
|-<br />
| 83 || Learn all the jumping techniques.<br />
|-<br />
| 84 || A back jump gets you up even higher.<br />
|-<br />
| 85 || Make a note of the enemy units and their skills.<br />
|-<br />
| 86 || Act quickly, think sooner.<br />
|-<br />
| 87 || Skunks can reach places that other weapons cannot reach!<br />
|-<br />
| 88 || Guns can be strafed up and down when fired.<br />
|-<br />
| 89 || Crates can sometimes offer a solution to a mission.<br />
|-<br />
| 90 || Girders can still be placed even whilst swinging on your rope.<br />
|-<br />
| 91 || Need a leg up? Try an arrow or two...<br />
|-<br />
| 92 || A girder could be your last line of defence...<br />
|-<br />
| 93 || Animals and old women can go shopping you know...<br />
|-<br />
| 94 || Parachutes don't slow your fall but can be controlled...<br />
|-<br />
| 95 || A parachute! Ride those thermals, trooper!<br />
|-<br />
| 96 || Crates and explosions don't mix.<br />
|-<br />
| 97 || Air strikes are more effective from the correct direction!<br />
|-<br />
| 98 || Moles love to dig down and they tend to explode too.<br />
|-<br />
| 99 || A well-placed stick of dynamite will dislodge any stubborn Worm.<br />
|-<br />
| 100 || Wind can have an effect on fire, be careful not to stand downwind<br />
|-<br />
| 101 || Measure the wind and send a bazooka curling!<br />
|-<br />
| 102 || Extra Worms make great decoys.<br />
|-<br />
| 103 || Roll out the barrels, they can be deadly too...<br />
|-<br />
| 104 || This crate could be vital!<br />
|-<br />
| 105 || Girders can help grenades reach their targets...<br />
|-<br />
| 106 || Aqua Sheep by name, aquatic by nature.<br />
|-<br />
| 107 || Come on soldier, get a move on!<br />
|-<br />
| 108 || You'd better hurry, there's not much time left!<br />
|-<br />
| 109 || Quick! The water is rising!<br />
|-<br />
| 110 || Here's something to help this time.<br />
|-<br />
| 111 || If you're having trouble, use this.<br />
|-<br />
| 112 || We thought you would appreciate this!<br />
|-<br />
| 113 || Looks like you need help, rookie.<br />
|-<br />
| 114 || This will come in handy...<br />
|-<br />
| 115 || You need help...<br />
|-<br />
| 116 || Try this.<br />
|-<br />
| 117 || (empty string)<br />
|-<br />
| 118 || (empty string)<br />
|-<br />
| 119 || (empty string)<br />
|-<br />
| 120 || Cannon Fodder<br />
|-<br />
| 121 || Commandos<br />
|-<br />
| 122 || Elite<br />
|-<br />
| 123 || Enemy<br />
|-<br />
| 124 || Guardsmen<br />
|-<br />
| 125 || Gunners<br />
|-<br />
| 126 || Officers<br />
|-<br />
| 127 || Patrol<br />
|-<br />
| 128 || Platoon<br />
|-<br />
| 129 || Resistance<br />
|-<br />
| 130 || Special Forces<br />
|}<br />
<br />
== PlaceWeapon_Contents ==<br />
<br />
When placing a weapon or utility crate you need to refer to its contents by a number rather than a name. The following list indicates which number refers to which crate contents:<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Contents<br />
|-<br />
| 0 || None (This is a specially defined "empty" crate)<br />
|-<br />
| 1 || Bazooka<br />
|-<br />
| 2 || Homing Missile<br />
|-<br />
| 3 || Mortar<br />
|-<br />
| 4 || Homing Pigeon<br />
|-<br />
| 5 || Sheep Launcher<br />
|-<br />
| 6 || Grenade<br />
|-<br />
| 7 || Cluster Bomb<br />
|-<br />
| 8 || Banana Bomb<br />
|-<br />
| 9 || Mole Bomb<br />
|-<br />
| 10 || Shotgun<br />
|-<br />
| 11 || Handgun<br />
|-<br />
| 12 || Uzi<br />
|-<br />
| 13 || Minigun<br />
|-<br />
| 14 || Longbow<br />
|-<br />
| 15 || Fire Punch<br />
|-<br />
| 16 || Dragonball<br />
|-<br />
| 17 || Kamikaze<br />
|-<br />
| 18 || Prod<br />
|-<br />
| 19 || Battle Axe<br />
|-<br />
| 20 || Dynamite<br />
|-<br />
| 21 || Mine<br />
|-<br />
| 22 || Sheep<br />
|-<br />
| 23 || Super Sheep<br />
|-<br />
| 24 || Aqua Sheep<br />
|-<br />
| 25 || Earth Quake<br />
|-<br />
| 26 || Air Strike<br />
|-<br />
| 27 || Napalm Strike<br />
|-<br />
| 28 || Mail Strike<br />
|-<br />
| 29 || Mine Strike<br />
|-<br />
| 30 || Armageddon<br />
|-<br />
| 31 || Blow torch<br />
|-<br />
| 32 || Pneumatic Drill<br />
|-<br />
| 33 || Girder<br />
|-<br />
| 34 || Baseball Bat<br />
|-<br />
| 35 || Girder Starter-Pack<br />
|-<br />
| 36 || Ninja Rope<br />
|-<br />
| 37 || Bungee<br />
|-<br />
| 38 || Parachute<br />
|-<br />
| 39 || Teleport<br />
|-<br />
| 40 || Scales of Justice<br />
|-<br />
| 41 || Super Banana Bomb<br />
|-<br />
| 42 || Holy Hand-Grenade<br />
|-<br />
| 43 || Salvation Army<br />
|-<br />
| 44 || MB Bomb<br />
|-<br />
| 45 || Flamethrower<br />
|-<br />
| 46 || Petrol Bomb<br />
|-<br />
| 47 || Skunk<br />
|-<br />
| 48 || Priceless Ming Vase<br />
|-<br />
| 49 || French Sheep Strike<br />
|-<br />
| 50 || Mike's Carpet Bomb<br />
|-<br />
| 51 || Mad cow<br />
|-<br />
| 52 || Old woman<br />
|-<br />
| 53 || Mole Squadron<br />
|-<br />
| 54 || Concrete Donkey<br />
|-<br />
| 55 || Indian nuclear Test<br />
|-<br />
| 56 || Select worm<br />
|-<br />
| 57 || Freeze<br />
|-<br />
| 58 || Patsy's Magic Bullet<br />
|-<br />
| 59 || Fast Walk<br />
|-<br />
| 60 || Laser sight<br />
|-<br />
| 61 || Double Damage<br />
|-<br />
| 62 || Invisibility (Usable even in single player!)<br />
|-<br />
| 63 || Low Gravity<br />
|-<br />
| 64 || Crashes the game with a fatal error<br />
|-<br />
| 65 || Suicide Bomber<br />
|-<br />
| 66 || Jetpack<br />
|-<br />
| 67 || Double Turn Time<br />
|-<br />
| 68 || Crate Shower<br />
|-<br />
| 69 || Crashes the game with a fatal error<br />
|-<br />
| 70 || (null)<br />
|-<br />
| 71 || Crashes the game with a fatal error<br />
|-<br />
| 72 and beyond || (null)<br />
|}<br />
<br />
==See also==<br />
* [[WA Mission Customization Guide]]</div>Melonhttps://worms2d.info/?title=Worms_Armageddon_mission_file&diff=21632Worms Armageddon mission file2012-09-17T22:07:54Z<p>Melon: /* 3. The [Options] Group */ Interesting behaviour for jetpack fuel.</p>
<hr />
<div>{{ParentArticle|[[File formats]]}}<br />
<br />
The Worms Armageddon mission file is the file format used to store missions. It contains many typos and spelling errors; so any typos in this page are more likely to be mistakes in the actual format than typos in the documentation.<br />
<br />
Mission files in a disc installation of Worms Armageddon are located on the CD. Which map is used appears to be hard-coded (not usually the same one as the mission filename), as are names and descriptions. This makes making custom missions a bit of a pain. However, below is an almost-complete documentation on the file format. A few notes from Worms World Party are also mentioned due to its mission editor existing, but this documentation is NOT comprehensive for the WWP file format which has many additions and a few alterations (especially of unused or little-known options). In the future, WWP additions may be listed at the bottom of this page.<br />
<br />
== Mission Groups ==<br />
All mission settings are organized under main groups according to their type. These groups always appear in the same order in official missions. (it is uncertain if the ordering matters)<br />
<br />
Not all the of the groups are vital for the mission to work. The '''[CPUTeam''#'']''', '''[Event''####'']''', and '''[Sequence''####'']''' may have multiple instances in the file, and the group seems to be ignored if the number is zero so make sure it's positive. <br />
<br />
Typos and many other errors appear to be silently ignored, which isn't great for manual debugging, especially since the file format is filled with them in the first place.<br />
<br />
=== 1. The [Mission] Group ===<br />
This contains the overview of the mission itself. Not yet particularly well-documented on the whole.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || MissionNumber= || Corresponds to the 0-indexed mission number; probably unused in game (untested).<br />
|-<br />
| int || WinningCondition= || What you need to do in order to win the mission. 0: Kill all AI teams. 1: Destroy a vital crate or team. 2: Survive until mission ends. 3: Mission must be terminated (using event or sequence).<br />
|-<br />
| int || WinningWeapon= || Unknown, unused?<br />
|}<br />
<br />
=== 2. The [Description] Group ===<br />
This contains details about the description of the mission. Again, not at all well-documented.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || Name= || Index of at the very least the mission name, and very possibly the position, description, and map file too. More experimentation required.<br />
|-<br />
| int || Difficulty= || Not used. Apparently the difficulty rating for the mission?<br />
|}<br />
<br />
=== 3. The [Options] Group ===<br />
This contains the bulk of the scheme options for the mission. It's pretty comprehensive, containing many features not in the normal scheme format. Many of the values work differently to in the standard scheme format, so read the value descriptions carefully. Most of these are documented well but it is unknown what the upper and lower limits are for many of them; value ranges acceptable in the WWP mission editor are included where it is not obvious.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || FallDamage= || Sets the [[Fall Damage]].<br />
|-<br />
| bool || DisplayRoundTime= || Boolean. 1 to display the round time.<br />
|-<br />
| bool || EnableActionReplay= || Boolean. 1 to show action replays.<br />
|-<br />
| int || LandRetreatTime= || The retreat time in seconds for weapons fired from land.<br />
|-<br />
| int || RopeRetreatTime= || The retreat time in seconds for weapons fired from a rope.<br />
|-<br />
| int || RoundTime= || Round time. If the value is positive, it represents time in minutes; negative values represent time in seconds.<br />
|-<br />
| int || TurnTime= || Turn time. Appears to be formatted like the one in the scheme file, ie signed with negative representing infinite, as it won't let me enter a value greater than 126 in the WWP mission editor.<br />
|-<br />
| int || MineFuse= || Mine fuse in seconds, 4 is random. (-1 is random in WWP, maybe any value outside 1-3 works?)<br />
|-<br />
| int || ObjectType= || Always 0 in default mission files, as they place their objects manually. Probably as in scheme files, ie 0 for no objects, 1 for mines, 2 for barrels, 5 for both, but not tested. Objects would be placed in the same place every time due to random seed being set.<br />
|-<br />
| int || WeaponCrateDrops= || Weapon crate drop probability. Seems to work the same as in scheme files - see [[Crate probability]]<br />
|-<br />
| int || HealthCrateDrops= || Ditto, for health crates.<br />
|-<br />
| int || UtilityCrateDrops= || Ditto, for utility crates.<br />
|-<br />
| int || HealthCrateEnergy= || Set default value for energy obtained from health crates. Setting this to zero (or not including it) makes the default 15. <br />
|-<br />
| bool || EnableSecretWeapons= || 1 if super weapons are available from crates; 0 if not.<br />
|-<br />
| int || SuddenDeathWaterRise= || Water rise rate in pixels.<br />
|-<br />
| int || SuddenDeathWormDamage= || Worm damage in sudden death per turn. Positive values are absolute health values. -1 is all but one. Either 0 is "none", WWP mission editor seems to have a bug in this respect where it will set none to 1, more testing required.<br />
|-<br />
| int || SuddenDeathType= || 0 = end round. 1 = nuke. 2 and 3 = no nuke - water rise and worm damage honoured in both cases. More testing required.<br />
|-<br />
| int || PauseBetweenTurns= || Hotseat time in seconds.<br />
|-<br />
| int || GirderRadius= || Girder placement radius in pixels. 0 = infinite range.<br />
|-<br />
| bool || WormSelect= || 0 = worms in order, 1 = user worm select.<br />
|-<br />
| int || JetPackTimeLimit= || The amount of fuel in the jetpack. Do not include this parameter if you wish to use the default fuel (30). Setting this value to zero will give infinite fuel, the fuel counter starts at zero and goes up as you use it.<br />
|-<br />
| bool || WeaponsDontEndTurn= || 1 if weapons don't end your turn, 0 otherwise.<br />
|-<br />
| bool || PauseTimerWhileFiring= || 1 if timer is paused during firing, 0 otherwise.<br />
|-<br />
| bool || TurnEndFinishesGame= || 1 if ending your turn finishes the mission.<br />
|-<br />
| bool || LossOfControlDoesntEndTurn= || 1 if losing control doesn't cause the turn to end, 0 otherwise.<br />
|-<br />
| bool || Score= || 1 if score displayed ingame; 0 otherwise.<br />
|-<br />
| bool || Sheep= || Enables the "All crates contain sheep" cheat. When exploded, crates will throw out a sheep regardless of the crate contents.<br />
|}<br />
<br />
=== 4. The [Enviroment] Group ===<br />
This contains information about the environment of the landscape. Once again, reasonably documented, but value limits are not known.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| string || LandFile= || Seems to always be data\land.dat<br />
|-<br />
| int || Wind= || Maximum wind out of 100. If -1, fixed wind is enabled.<br />
|-<br />
| int || FixedWind= || If Wind = -1, this is a value between -100 and 100 representing the fixed wind, with -100 being full left and 100 being full right.<br />
|-<br />
| int || Friction= || The opposite of friction. Default is 96. WWP mission editor values: ice = 99, mud = 98, stone = 96, rubber = 50, glue = 1. Maybe above 100 is anti-friction?<br />
|-<br />
| bool || IndestructableBorder= || [sic]. 1 if indestructible border around whole level, 0 if not.<br />
|-<br />
| bool || IndestructableLandscape= || [sic]. 1 if indestructible landscape, 0 if not.<br />
|-<br />
| int || LogicRandomSeed= || The starting random seed. 12345 is used for most WA missions; 0 for WWP custom missions. Doesn't really matter.<br />
|-<br />
| bool || AlliedGroupToGoFirst= || Which allied group is first to have a turn.<br />
|-<br />
| int || Sound= || Track number on disc of ambient audio track to play during mission. Values out of range (of 1-11) appear to choose random BGM.<br />
|-<br />
|}<br />
<br />
=== 5. The [Teams] Group ===<br />
Very small group describing the number of teams in the mission.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamsInMission= || Simply, the number of teams in the mission. The game does appear to use this; one mission has a fifth team defined that isn't used due to this being 4; and if this is set too high, the game spawns 1-worm CPU teams in "random" places on the map.<br />
|-<br />
|}<br />
<br />
=== 6. The [HumanTeam] Group ===<br />
The group describing the human team.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. -1 is infinite.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. 0 or not present for no delay.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. -1 for "very high health that can't be displayed properly" (quote from WWP mission editor).<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || 1 if placed as per the options below, 0 if "randomly" placed (obviously based on the same seed each game so not random at all).<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm. <br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm.<br />
|-<br />
| bool || Worm''#''_Vital= || 1 for vital worm; 0 for not. Appears to have no effect for the human team, but some missions have it anyway. That's probably the source of the "killing your worm as well wins the mission" bug in some versions of mission 14 - this option was expected to work when it didn't.<br />
|}<br />
<br />
=== 7. The [CPUTeam''#''] Group ===<br />
Any number of groups describing CPU teams. Presumably limited to five of these.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamNameNumber= || The index of the team name. TODO: List these.<br />
|-<br />
| int || TeamSkill= || CPU skill. WWP mission editor has this from 50 to 185 in steps of 15, but in the default WA missions it appears to be different with very few having even 100. Investigation required.<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team.<br />
|-<br />
| int || SoundBank= || Soundbank ID of the team. Usually seems to be 1. Might not be used.<br />
|-<br />
| int || Flag= || Flag ID of the team. Usually seems to be 1. Probably not used, as all CPU teams seem to have flag 1 regardless of skill.<br />
|-<br />
| int || GraveStone= || Grave ID of the team. Usually seems to be 1.<br />
|-<br />
| int || AlliedGroup= || Allied group of the team. 0 is red, 1 is blue, etc.<br />
|-<br />
| bool || MissionVital= || 1 if team is vital to a mission. When applied to a team allied to the humans, you lose if they are killed. When allied to the CPU, you win if they are killed. Vital teams don't get turns.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. -1 is infinite.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. 0 or not present for no delay.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. -1 for "very high health that can't be displayed properly" (quote from WWP mission editor).<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || 1 if placed as per the options below, 0 if "randomly" placed (obviously based on the same seed each game so not random at all).<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm.<br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm.<br />
|-<br />
| int || Worm''#''_NameNumber= || The index of the worm name. TODO: List these.<br />
|-<br />
| int || Worm''#''_FixedWeapon= || The weapon ID of the fixed weapon. 0 for normal free CPU choice.<br />
|-<br />
| int || Worm''#''_ActionRadius= || The distance away from itself the CPU takes into account. 0 = no range limitation?<br />
|-<br />
| bool || Worm''#''_Vital= || 1 if the worm is vital to the mission, 0 otherwise. If a vital worm is killed, all allied teams surrender. Might not work with allies to the human team.<br />
|-<br />
|}<br />
<br />
=== 8. The [Events] Group ===<br />
Definitely not required, this group.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TotalNumberOfEvents= || Supposed to be the total number of events, but actually wrong in some of the few missions it even appears in. This value is ignored anyway.<br />
|-<br />
|}<br />
<br />
=== 9. The [Event''####''] Group ===<br />
Events happen independently of each other after a certain number of turns. If more than one event exists for a given turn, they are executed in numerical order. Note that possibly due to a bug or possibly by design, events must appear in the order in which they occur - so if a turn 0 event appears after a turn 1 event, the turn 0 event will not be executed.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TypeOfEvent= || See [[#Event Types|Event Types]]<br />
|-<br />
| int || Turn= || Will cause this event to activate before the nth turn (starting from turn 0 being the first).<br />
|-<br />
| int || Retries= || Causes the event to activate if the number of attempts is equal to or higher than this number. Allows additional events to occur in silver and bronze medal missions (bronze = 1, silver = 4).<br />
|-<br />
| int || [[#Text_String_Index|Text_String_Index]]= || The string index to use for event type 10.<br />
|-<br />
| bool || EventEnd= || Used as a final dummy event to signify the end of the list of events. Not sure if the game likes this being absent or not.<br />
|-<br />
| int || PlaceWeapon_Bonus_Points= || The number of points you get for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_TurnExtension= || The extension to your turn time for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_RoundExtention= || The extension to round time for collecting the weapon crate. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| int || PlaceWeapon_XPosition= || X position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_YPosition= || Y position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_OnGround= || 1 if the weapon crate spawns on the ground beneath the coords (much faster, please do this) or 0 if it falls from the coords.<br />
|-<br />
| int || [[#PlaceWeapon_Contents|PlaceWeapon_Contents]]= || The weapon ID that is in the crate.<br />
|-<br />
| bool || PlaceWeapon_Marked= || 1 if the weapon crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceWeapon_Vital= || 1 if the weapon crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceWeapon_Ammo= || The ammunition of the weapon in the crate, -1 for infinite.<br />
|-<br />
| int || PlaceHealth_Bonus_Points= || The number of points you get for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_TurnExtention= || The extension to your turn time for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_RoundExtention= || The extension to round time for collecting the health crate. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| int || PlaceHealth_XPosition= || X position of health crate.<br />
|-<br />
| int || PlaceHealth_YPosition= || Y position of health crate.<br />
|-<br />
| int || PlaceHealth_OnGround= || 1 if the health crate spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceHealth_Health= || Amount of health in the crate. Uses the mission default if not present. Note that setting this to zero will not use the default, but make the health crate restore 0 health.<br />
|-<br />
| bool || PlaceHealth_Marked= || 1 if the health crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceHealth_Vital= || 1 if the health crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceTarget_XPosition= || X position of target.<br />
|-<br />
| int || PlaceTarget_YPosition= || Y position of target.<br />
|-<br />
| int || PlaceTarget_OnGround= || 1 if the target spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceTarget_TargetType= || 0 for normal, 1 for old woman. In WWP, 2 is invisible, not sure if this is the case in WA.<br />
|-<br />
| int || PlaceTarget_FallSpeed= || Fall speed for the target.<br />
|-<br />
| int || PlaceTarget_Bonus_Points= || The number of points you get for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_TurnExtention= || The extension to your turn time for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_RoundExtention= || The extension to round time for destroying the target. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| bool || PlaceTarget_Marked= || 1 if the target is marked - ie, important for sequences.<br />
|-<br />
| int || PlaceMine_XPosition= || X position of mine.<br />
|-<br />
| int || PlaceMine_YPosition= || Y position of mine.<br />
|-<br />
| int || PlaceMine_OnGround= || 1 if the mine spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceDrum_XPosition= || X position of drum.<br />
|-<br />
| int || PlaceDrum_YPosition= || Y position of drum.<br />
|-<br />
| int || PlaceDrum_OnGround= || 1 if the drum spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || SetEventTurn_TurnNumber= || Turn number to skip to for event 12.<br />
|}<br />
<br />
=== 10. The [Sequence''####''] Group ===<br />
Sequence groups are always executed in numerical order from the start of the mission, but sequences in a given turn are always executed after events (in case the first event is "pause executing sequence"). Some event IDs cause the sequence to pause execution until some condition is fulfilled. Note that it is only possible to have one sequence running at a time, unlike WWP where you can have at least two.<br />
<br />
All options are identical to ones in Event groups; the only difference is the way in which they are executed. You can even add a Turn indicator to a sequence group to pause the sequence until that turn (not tested if that actually works, the only place I can find it is at the start of a sequence).<br />
<br />
== Event types ==<br />
Here are the possible values and their functions for the TypeOfEvent settings in events and sequences. Do bear in mind that some of them are only particularly useful in one or the other, but the types appear to be consistent between them which is nice.<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Function<br />
|-<br />
|1 || Place weapon crate.<br />
|-<br />
|2 || Place health crate.<br />
|-<br />
|3 || Place target.<br />
|-<br />
|4 || Trigger nuke.<br />
|-<br />
|5 || Trigger Earthquake.<br />
|-<br />
|6 || Trigger Armageddon.<br />
|-<br />
|7 || Trigger sudden death.<br />
|-<br />
|8 || Wait until no more "marked" crates (for sequences).<br />
|-<br />
|9 || Wait until no more "marked" targets (for sequences).<br />
|-<br />
|10 || Display Morse code message.<br />
|-<br />
|11 || This has an unknown effect in WA. One mission tries to use it to display text but it doesn't appear to work. Requisitioned in WWP as "pause for (n) 10ths of a second" (this isn't implemented in WA), so if it does do something in WA, it's probably unimportant.<br />
|-<br />
|12 || In WWP as "Set Next Turn Number"; unsure if in WA (unused in all missions), but the necessary string is in the exe. Needs investigation.<br />
|-<br />
|13 || Place mine.<br />
|-<br />
|14 || Place oil barrel.<br />
|-<br />
|15 || Restart sequence.<br />
|-<br />
|16 || Terminate mission (= win if WinningCondition=3 and possibly others).<br />
|-<br />
|17 || Pause sequence<br />
|-<br />
|18 || Resume sequence<br />
|}<br />
<br />
== Weapon Strings ==<br />
The weapon settings in a mission may be configured individually for each team through use of the '''Ammo_''' and '''Delay_''' prefixes, followed by a weapon string and settings. For example, '''Ammo_Batrope=-1''' would set a team's ninja rope supply to infinite, and '''Delay_Bazooka=2''' would apply a 2 turn bazooka delay.<br />
<br />
The following is a list of weapon strings. You always have an infinite supply of Skip go and Surrender, so supplying ammo is unnecessary. It is currently unknown if it is possible to add Aqua Sheep directly to the inventory (but they can be provided in weapon crates, which is the method used in the official missions) - it appears to be implemented with the AquaSheep string, but in rudimentary tests this has not worked.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!Hot Key !! Column #1 !! Column #2 !! Column #3 !! Column #4 !! Column #5<br />
|-<br />
| '''Util.''' || JetPack || LowGravity || FastWalk || LaserSight || Invisibility<br />
|-<br />
| '''F1''' || Bazooka || HomingMissile || Mortar || HomingPigeon || SheepLauncher<br />
|-<br />
| '''F2''' || Grenade || ClusterBomb || BananaBomb || Axe || Earthquake<br />
|-<br />
| '''F3''' || Shotgun || Handgun || Uzi || Minigun || Longbow<br />
|-<br />
| '''F4''' || FirePunch || DragonBall || Kamikaze || SuicideBomber || Prod<br />
|-<br />
| '''F5''' || Dynamite || Mine || Sheep || SuperSheep || MoleBomb<br />
|-<br />
| '''F6''' || AirStrike || NapalmStrike || PostalStrike || MineStrike || MoleSquadron<br />
|-<br />
| '''F7''' || BlowTorch || PneumaticDrill || Girder || BaseballBat || BridgeKit<br />
|-<br />
| '''F8''' || Batrope || Bungee || Parachute || Teleport || Scales<br />
|-<br />
| '''F9''' || SuperBananaBomb || HolyHandGrenade || FlameThrower || SallyArmy || MBBomb<br />
|-<br />
| '''F10''' || PetrolBomb || Skunk || MingVase || SheepStrike || CarpetBomb<br />
|-<br />
| '''F11''' || MadCow || OldWoman || Donkey || NuclearBomb || Armageddon<br />
|-<br />
| '''F12''' || || || SelectWorm || Freeze || MagicBullet<br />
|}<br />
<br />
You can also add the instant effect utilities to your inventory with the following weapon strings, which will correctly take effect for the opening turn only, regardless of how many ammo you give. The exception is Crate Spy, which will last for the entire mission, as expected.<br />
<br />
*Damagex2<br />
*CrateSpy<br />
*DoubleTime<br />
*CrateShower<br />
<br />
== Text_String_Index ==<br />
<br />
The transition messages you get during missions are hardcoded into the game and are referred to via a number. The following table summarises which numbers refer to which messages (in English).<br />
<br />
'''Notes:'''<br />
*There is a typo in-game for messages number 22 and 42, they contain a carriage return arrow at the end.<br />
*Strings 120 - 130 are the names of the CPU teams usable in missions.<br />
*There may be other non-empty strings beyond 130, but they are unlikely to be useful for the purpose of being used during a mission. <br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Message<br />
|-<br />
| 0 || Weapons drop!<br />
|-<br />
| 1 || Supplies imminent.<br />
|-<br />
| 2 || Secure the drop zones!<br />
|-<br />
| 3 || Delivery successful, over and out.<br />
|-<br />
| 4 || The iron eagle is on the way, over.<br />
|-<br />
| 5 || Package delivered, over and out.<br />
|-<br />
| 6 || That's it we're clean out, you're on your own!<br />
|-<br />
| 7 || The crates are your only hope...<br />
|-<br />
| 8 || Enemy air transport en route.<br />
|-<br />
| 9 || Enemy transport closing.<br />
|-<br />
| 10 || Almost here!<br />
|-<br />
| 11 || It's arrived, now get the crate and get the hell out!<br />
|-<br />
| 12 || No ammo? Try this for size!<br />
|-<br />
| 13 || Mind your head!<br />
|-<br />
| 14 || A first class delivery!<br />
|-<br />
| 15 || Weapons drop successful!<br />
|-<br />
| 16 || Don't let this equipment fall into the wrong hands...<br />
|-<br />
| 17 || Express Delivery!<br />
|-<br />
| 18 || Death by mail order.<br />
|-<br />
| 19 || A little bit of healing goes a long way...<br />
|-<br />
| 20 || Something to perk you up, sir.<br />
|-<br />
| 21 || A blessed relief.<br />
|-<br />
| 22 || Some timely assistance?&#8629;<br />
|-<br />
| 23 || Medical supplies dispatched.<br />
|-<br />
| 24 || Another helping hand.<br />
|-<br />
| 25 || A little assistance for you.<br />
|-<br />
| 26 || Every little bit helps.<br />
|-<br />
| 27 || A little light relief.<br />
|-<br />
| 28 || Anybody require medical assistance?<br />
|-<br />
| 29 || Is this your blood group?<br />
|-<br />
| 30 || Live damn you, Live!<br />
|-<br />
| 31 || Medic!<br />
|-<br />
| 32 || Nuke en-route.<br />
|-<br />
| 33 || Time is against us sir, we need to deal with this quickly!<br />
|-<br />
| 34 || Smoke'em out if you can...<br />
|-<br />
| 35 || Meteor strike imminent, dig in!<br />
|-<br />
| 36 || It's on its way, ETA 5 minutes!<br />
|-<br />
| 37 || Time is short, get a move on!<br />
|-<br />
| 38 || Tactical nuclear missile launch detected.<br />
|-<br />
| 39 || Warning! Strike imminent!<br />
|-<br />
| 40 || A tremor has been detected at the north end of the island!<br />
|-<br />
| 41 || Global warming! Watch the water level!<br />
|-<br />
| 42 || Try not to get wet!&#8629;<br />
|-<br />
| 43 || Hurry, don't let them dig in!<br />
|-<br />
| 44 || The General is escaping!<br />
|-<br />
| 45 || Radiation will be the death of you!<br />
|-<br />
| 46 || Reach for the skies!<br />
|-<br />
| 47 || Climb a mountain not a molehill.<br />
|-<br />
| 48 || Keep away from the edge, earthquake imminent!<br />
|-<br />
| 49 || Where's Noah when you need him?<br />
|-<br />
| 50 || It's time to build those shelters.<br />
|-<br />
| 51 || Hope you've got protection.<br />
|-<br />
| 52 || WARNING! Seismic activity, 7.2 on the Richter scale!<br />
|-<br />
| 53 || What happened to the five minute warning?<br />
|-<br />
| 54 || Global extermination!<br />
|-<br />
| 55 || WARNING! Destabilising fault-line...<br />
|-<br />
| 56 || Caution, tectonic movement!<br />
|-<br />
| 57 || The end of the world is nigh!<br />
|-<br />
| 58 || Judgement Day.<br />
|-<br />
| 59 || Enemy forces mobilising!<br />
|-<br />
| 60 || Strike imminent!<br />
|-<br />
| 61 || Next turn the enemy gets serious.<br />
|-<br />
| 62 || The enemy is armed to the teeth!<br />
|-<br />
| 63 || They've seen you, RUN!<br />
|-<br />
| 64 || Enemy weapons embargo has been lifted.<br />
|-<br />
| 65 || There may be trouble ahead...<br />
|-<br />
| 66 || This conflict is escalating.<br />
|-<br />
| 67 || Ride those thermals, trooper!<br />
|-<br />
| 68 || War is hell.<br />
|-<br />
| 69 || Better dig deep...<br />
|-<br />
| 70 || There IS honour in death.<br />
|-<br />
| 71 || Use the darkside!<br />
|-<br />
| 72 || Secure the area!<br />
|-<br />
| 73 || Dig down and dig deep.<br />
|-<br />
| 74 || That fruits just about ripe and for the picking.<br />
|-<br />
| 75 || Remember to get the crates to add armoury.<br />
|-<br />
| 76 || A utility would be useful...<br />
|-<br />
| 77 || You could do with some 1st aid.<br />
|-<br />
| 78 || You'll need to use the rope...<br />
|-<br />
| 79 || Think about using some girders as cover.<br />
|-<br />
| 80 || You need to draw fire.<br />
|-<br />
| 81 || Remember that you can drop items while on a rope!<br />
|-<br />
| 82 || Learn to use the repeat swing of the rope!<br />
|-<br />
| 83 || Learn all the jumping techniques.<br />
|-<br />
| 84 || A back jump gets you up even higher.<br />
|-<br />
| 85 || Make a note of the enemy units and their skills.<br />
|-<br />
| 86 || Act quickly, think sooner.<br />
|-<br />
| 87 || Skunks can reach places that other weapons cannot reach!<br />
|-<br />
| 88 || Guns can be strafed up and down when fired.<br />
|-<br />
| 89 || Crates can sometimes offer a solution to a mission.<br />
|-<br />
| 90 || Girders can still be placed even whilst swinging on your rope.<br />
|-<br />
| 91 || Need a leg up? Try an arrow or two...<br />
|-<br />
| 92 || A girder could be your last line of defence...<br />
|-<br />
| 93 || Animals and old women can go shopping you know...<br />
|-<br />
| 94 || Parachutes don't slow your fall but can be controlled...<br />
|-<br />
| 95 || A parachute! Ride those thermals, trooper!<br />
|-<br />
| 96 || Crates and explosions don't mix.<br />
|-<br />
| 97 || Air strikes are more effective from the correct direction!<br />
|-<br />
| 98 || Moles love to dig down and they tend to explode too.<br />
|-<br />
| 99 || A well-placed stick of dynamite will dislodge any stubborn Worm.<br />
|-<br />
| 100 || Wind can have an effect on fire, be careful not to stand downwind<br />
|-<br />
| 101 || Measure the wind and send a bazooka curling!<br />
|-<br />
| 102 || Extra Worms make great decoys.<br />
|-<br />
| 103 || Roll out the barrels, they can be deadly too...<br />
|-<br />
| 104 || This crate could be vital!<br />
|-<br />
| 105 || Girders can help grenades reach their targets...<br />
|-<br />
| 106 || Aqua Sheep by name, aquatic by nature.<br />
|-<br />
| 107 || Come on soldier, get a move on!<br />
|-<br />
| 108 || You'd better hurry, there's not much time left!<br />
|-<br />
| 109 || Quick! The water is rising!<br />
|-<br />
| 110 || Here's something to help this time.<br />
|-<br />
| 111 || If you're having trouble, use this.<br />
|-<br />
| 112 || We thought you would appreciate this!<br />
|-<br />
| 113 || Looks like you need help, rookie.<br />
|-<br />
| 114 || This will come in handy...<br />
|-<br />
| 115 || You need help...<br />
|-<br />
| 116 || Try this.<br />
|-<br />
| 117 || (empty string)<br />
|-<br />
| 118 || (empty string)<br />
|-<br />
| 119 || (empty string)<br />
|-<br />
| 120 || Cannon Fodder<br />
|-<br />
| 121 || Commandos<br />
|-<br />
| 122 || Elite<br />
|-<br />
| 123 || Enemy<br />
|-<br />
| 124 || Guardsmen<br />
|-<br />
| 125 || Gunners<br />
|-<br />
| 126 || Officers<br />
|-<br />
| 127 || Patrol<br />
|-<br />
| 128 || Platoon<br />
|-<br />
| 129 || Resistance<br />
|-<br />
| 130 || Special Forces<br />
|}<br />
<br />
== PlaceWeapon_Contents ==<br />
<br />
When placing a weapon or utility crate you need to refer to its contents by a number rather than a name. The following list indicates which number refers to which crate contents:<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Contents<br />
|-<br />
| 0 || None (This is a specially defined "empty" crate)<br />
|-<br />
| 1 || Bazooka<br />
|-<br />
| 2 || Homing Missile<br />
|-<br />
| 3 || Mortar<br />
|-<br />
| 4 || Homing Pigeon<br />
|-<br />
| 5 || Sheep Launcher<br />
|-<br />
| 6 || Grenade<br />
|-<br />
| 7 || Cluster Bomb<br />
|-<br />
| 8 || Banana Bomb<br />
|-<br />
| 9 || Mole Bomb<br />
|-<br />
| 10 || Shotgun<br />
|-<br />
| 11 || Handgun<br />
|-<br />
| 12 || Uzi<br />
|-<br />
| 13 || Minigun<br />
|-<br />
| 14 || Longbow<br />
|-<br />
| 15 || Fire Punch<br />
|-<br />
| 16 || Dragonball<br />
|-<br />
| 17 || Kamikaze<br />
|-<br />
| 18 || Prod<br />
|-<br />
| 19 || Battle Axe<br />
|-<br />
| 20 || Dynamite<br />
|-<br />
| 21 || Mine<br />
|-<br />
| 22 || Sheep<br />
|-<br />
| 23 || Super Sheep<br />
|-<br />
| 24 || Aqua Sheep<br />
|-<br />
| 25 || Earth Quake<br />
|-<br />
| 26 || Air Strike<br />
|-<br />
| 27 || Napalm Strike<br />
|-<br />
| 28 || Mail Strike<br />
|-<br />
| 29 || Mine Strike<br />
|-<br />
| 30 || Armageddon<br />
|-<br />
| 31 || Blow torch<br />
|-<br />
| 32 || Pneumatic Drill<br />
|-<br />
| 33 || Girder<br />
|-<br />
| 34 || Baseball Bat<br />
|-<br />
| 35 || Girder Starter-Pack<br />
|-<br />
| 36 || Ninja Rope<br />
|-<br />
| 37 || Bungee<br />
|-<br />
| 38 || Parachute<br />
|-<br />
| 39 || Teleport<br />
|-<br />
| 40 || Scales of Justice<br />
|-<br />
| 41 || Super Banana Bomb<br />
|-<br />
| 42 || Holy Hand-Grenade<br />
|-<br />
| 43 || Salvation Army<br />
|-<br />
| 44 || MB Bomb<br />
|-<br />
| 45 || Flamethrower<br />
|-<br />
| 46 || Petrol Bomb<br />
|-<br />
| 47 || Skunk<br />
|-<br />
| 48 || Priceless Ming Vase<br />
|-<br />
| 49 || French Sheep Strike<br />
|-<br />
| 50 || Mike's Carpet Bomb<br />
|-<br />
| 51 || Mad cow<br />
|-<br />
| 52 || Old woman<br />
|-<br />
| 53 || Mole Squadron<br />
|-<br />
| 54 || Concrete Donkey<br />
|-<br />
| 55 || Indian nuclear Test<br />
|-<br />
| 56 || Select worm<br />
|-<br />
| 57 || Freeze<br />
|-<br />
| 58 || Patsy's Magic Bullet<br />
|-<br />
| 59 || Fast Walk<br />
|-<br />
| 60 || Laser sight<br />
|-<br />
| 61 || Double Damage<br />
|-<br />
| 62 || Invisibility (Usable even in single player!)<br />
|-<br />
| 63 || Low Gravity<br />
|-<br />
| 64 || Crashes the game with a fatal error<br />
|-<br />
| 65 || Suicide Bomber<br />
|-<br />
| 66 || Jetpack<br />
|-<br />
| 67 || Double Turn Time<br />
|-<br />
| 68 || Crate Shower<br />
|-<br />
| 69 || Crashes the game with a fatal error<br />
|-<br />
| 70 || (null)<br />
|-<br />
| 71 || Crashes the game with a fatal error<br />
|-<br />
| 72 and beyond || (null)<br />
|}<br />
<br />
==See also==<br />
* [[WA Mission Customization Guide]]</div>Melonhttps://worms2d.info/?title=Worms_Armageddon_mission_file&diff=21628Worms Armageddon mission file2012-09-17T20:35:08Z<p>Melon: Just some minor changes, mainly about default health crate values.</p>
<hr />
<div>{{ParentArticle|[[File formats]]}}<br />
<br />
The Worms Armageddon mission file is the file format used to store missions. It contains many typos and spelling errors; so any typos in this page are more likely to be mistakes in the actual format than typos in the documentation.<br />
<br />
Mission files in a disc installation of Worms Armageddon are located on the CD. Which map is used appears to be hard-coded (not usually the same one as the mission filename), as are names and descriptions. This makes making custom missions a bit of a pain. However, below is an almost-complete documentation on the file format. A few notes from Worms World Party are also mentioned due to its mission editor existing, but this documentation is NOT comprehensive for the WWP file format which has many additions and a few alterations (especially of unused or little-known options). In the future, WWP additions may be listed at the bottom of this page.<br />
<br />
== Mission Groups ==<br />
All mission settings are organized under main groups according to their type. These groups always appear in the same order in official missions. (it is uncertain if the ordering matters)<br />
<br />
Not all the of the groups are vital for the mission to work. The '''[CPUTeam''#'']''', '''[Event''####'']''', and '''[Sequence''####'']''' may have multiple instances in the file, and the group seems to be ignored if the number is zero so make sure it's positive. <br />
<br />
Typos and many other errors appear to be silently ignored, which isn't great for manual debugging, especially since the file format is filled with them in the first place.<br />
<br />
=== 1. The [Mission] Group ===<br />
This contains the overview of the mission itself. Not yet particularly well-documented on the whole.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || MissionNumber= || Corresponds to the 0-indexed mission number; probably unused in game (untested).<br />
|-<br />
| int || WinningCondition= || What you need to do in order to win the mission. 0: Kill all AI teams. 1: Destroy a vital crate or team. 2: Survive until mission ends. 3: Mission must be terminated (using event or sequence).<br />
|-<br />
| int || WinningWeapon= || Unknown, unused?<br />
|}<br />
<br />
=== 2. The [Description] Group ===<br />
This contains details about the description of the mission. Again, not at all well-documented.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || Name= || Index of at the very least the mission name, and very possibly the position, description, and map file too. More experimentation required.<br />
|-<br />
| int || Difficulty= || Not used. Apparently the difficulty rating for the mission?<br />
|}<br />
<br />
=== 3. The [Options] Group ===<br />
This contains the bulk of the scheme options for the mission. It's pretty comprehensive, containing many features not in the normal scheme format. Many of the values work differently to in the standard scheme format, so read the value descriptions carefully. Most of these are documented well but it is unknown what the upper and lower limits are for many of them; value ranges acceptable in the WWP mission editor are included where it is not obvious.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || FallDamage= || Sets the [[Fall Damage]].<br />
|-<br />
| bool || DisplayRoundTime= || Boolean. 1 to display the round time.<br />
|-<br />
| bool || EnableActionReplay= || Boolean. 1 to show action replays.<br />
|-<br />
| int || LandRetreatTime= || The retreat time in seconds for weapons fired from land.<br />
|-<br />
| int || RopeRetreatTime= || The retreat time in seconds for weapons fired from a rope.<br />
|-<br />
| int || RoundTime= || Round time. If the value is positive, it represents time in minutes; negative values represent time in seconds.<br />
|-<br />
| int || TurnTime= || Turn time. Appears to be formatted like the one in the scheme file, ie signed with negative representing infinite, as it won't let me enter a value greater than 126 in the WWP mission editor.<br />
|-<br />
| int || MineFuse= || Mine fuse in seconds, 4 is random. (-1 is random in WWP, maybe any value outside 1-3 works?)<br />
|-<br />
| int || ObjectType= || Always 0 in default mission files, as they place their objects manually. Probably as in scheme files, ie 0 for no objects, 1 for mines, 2 for barrels, 5 for both, but not tested. Objects would be placed in the same place every time due to random seed being set.<br />
|-<br />
| int || WeaponCrateDrops= || Weapon crate drop probability. Seems to work the same as in scheme files - see [[Crate probability]]<br />
|-<br />
| int || HealthCrateDrops= || Ditto, for health crates.<br />
|-<br />
| int || UtilityCrateDrops= || Ditto, for utility crates.<br />
|-<br />
| int || HealthCrateEnergy= || Set default value for energy obtained from health crates. Setting this to zero (or not including it) makes the default 15. <br />
|-<br />
| bool || EnableSecretWeapons= || 1 if super weapons are available from crates; 0 if not.<br />
|-<br />
| int || SuddenDeathWaterRise= || Water rise rate in pixels.<br />
|-<br />
| int || SuddenDeathWormDamage= || Worm damage in sudden death per turn. Positive values are absolute health values. -1 is all but one. Either 0 is "none", WWP mission editor seems to have a bug in this respect where it will set none to 1, more testing required.<br />
|-<br />
| int || SuddenDeathType= || 0 = end round. 1 = nuke. 2 and 3 = no nuke - water rise and worm damage honoured in both cases. More testing required.<br />
|-<br />
| int || PauseBetweenTurns= || Hotseat time in seconds.<br />
|-<br />
| int || GirderRadius= || Girder placement radius in pixels. 0 = infinite range.<br />
|-<br />
| bool || WormSelect= || 0 = worms in order, 1 = user worm select.<br />
|-<br />
| int || JetPackTimeLimit= || The amount of fuel in the jetpack. 0 = infinite?<br />
|-<br />
| bool || WeaponsDontEndTurn= || 1 if weapons don't end your turn, 0 otherwise.<br />
|-<br />
| bool || PauseTimerWhileFiring= || 1 if timer is paused during firing, 0 otherwise.<br />
|-<br />
| bool || TurnEndFinishesGame= || 1 if ending your turn finishes the mission.<br />
|-<br />
| bool || LossOfControlDoesntEndTurn= || 1 if losing control doesn't cause the turn to end, 0 otherwise.<br />
|-<br />
| bool || Score= || 1 if score displayed ingame; 0 otherwise.<br />
|-<br />
| bool || Sheep= || Enables the "All crates contain sheep" cheat. When exploded, crates will throw out a sheep regardless of the crate contents.<br />
|}<br />
<br />
=== 4. The [Enviroment] Group ===<br />
This contains information about the environment of the landscape. Once again, reasonably documented, but value limits are not known.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| string || LandFile= || Seems to always be data\land.dat<br />
|-<br />
| int || Wind= || Maximum wind out of 100. If -1, fixed wind is enabled.<br />
|-<br />
| int || FixedWind= || If Wind = -1, this is a value between -100 and 100 representing the fixed wind, with -100 being full left and 100 being full right.<br />
|-<br />
| int || Friction= || The opposite of friction. Default is 96. WWP mission editor values: ice = 99, mud = 98, stone = 96, rubber = 50, glue = 1. Maybe above 100 is anti-friction?<br />
|-<br />
| bool || IndestructableBorder= || [sic]. 1 if indestructible border around whole level, 0 if not.<br />
|-<br />
| bool || IndestructableLandscape= || [sic]. 1 if indestructible landscape, 0 if not.<br />
|-<br />
| int || LogicRandomSeed= || The starting random seed. 12345 is used for most WA missions; 0 for WWP custom missions. Doesn't really matter.<br />
|-<br />
| bool || AlliedGroupToGoFirst= || Which allied group is first to have a turn.<br />
|-<br />
| int || Sound= || Track number on disc of ambient audio track to play during mission. Values out of range (of 1-11) appear to choose random BGM.<br />
|-<br />
|}<br />
<br />
=== 5. The [Teams] Group ===<br />
Very small group describing the number of teams in the mission.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamsInMission= || Simply, the number of teams in the mission. It is unknown how, if at all, the game uses this.<br />
|-<br />
|}<br />
<br />
=== 6. The [HumanTeam] Group ===<br />
The group describing the human team.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. -1 is infinite.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. 0 or not present for no delay.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. -1 for "very high health that can't be displayed properly" (quote from WWP mission editor).<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || 1 if placed as per the options below, 0 if "randomly" placed (obviously based on the same seed each game so not random at all).<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm. <br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm.<br />
|-<br />
| bool || Worm''#''_Vital= || 1 for vital worm; 0 for not. Appears to have no effect for the human team, but some missions have it anyway. That's probably the source of the "killing your worm as well wins the mission" bug in some versions of mission 14 - this option was expected to work when it didn't.<br />
|}<br />
<br />
=== 7. The [CPUTeam''#''] Group ===<br />
Any number of groups describing CPU teams. Presumably limited to five of these.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TeamNameNumber= || The index of the team name. TODO: List these.<br />
|-<br />
| int || TeamSkill= || CPU skill. WWP mission editor has this from 50 to 185 in steps of 15, but in the default WA missions it appears to be different with very few having even 100. Investigation required.<br />
|-<br />
| int || NumberOfWorms= || Simply the number of worms on the team.<br />
|-<br />
| int || SoundBank= || Soundbank ID of the team. Usually seems to be 1. Might not be used.<br />
|-<br />
| int || Flag= || Flag ID of the team. Usually seems to be 1. Probably not used, as all CPU teams seem to have flag 1 regardless of skill.<br />
|-<br />
| int || GraveStone= || Grave ID of the team. Usually seems to be 1.<br />
|-<br />
| int || AlliedGroup= || Allied group of the team. 0 is red, 1 is blue, etc.<br />
|-<br />
| bool || MissionVital= || 1 if team is vital to a mission. When applied to a team allied to the humans, you lose if they are killed. When allied to the CPU, you win if they are killed. Vital teams don't get turns.<br />
|-<br />
| int || Ammo_''[[#Weapon Strings|WeaponString]]''= || The ammo of the given weapon. -1 is infinite.<br />
|-<br />
| int || Delay_''[[#Weapon Strings|WeaponString]]''= || The delay of the given weapon in turns. 0 or not present for no delay.<br />
|-<br />
| int || Worm''#''_Energy= || Energy of the worm in health points. -1 for "very high health that can't be displayed properly" (quote from WWP mission editor).<br />
|-<br />
| int || Worm''#''_DeseasePoints= || Number of disease [sic] points for worm. 0 for healthy worm.<br />
|-<br />
| bool || Worm''#''_ArtileryMode= || 1 for artillery [sic, yet again] mode for worm, 0 for worm can move.<br />
|-<br />
| bool || Worm''#''_PlaceWorm= || 1 if placed as per the options below, 0 if "randomly" placed (obviously based on the same seed each game so not random at all).<br />
|-<br />
| int || Worm''#''_XPosition= || X position of the worm.<br />
|-<br />
| int || Worm''#''_YPosition= || Y position of the worm.<br />
|-<br />
| int || Worm''#''_NameNumber= || The index of the worm name. TODO: List these.<br />
|-<br />
| int || Worm''#''_FixedWeapon= || The weapon ID of the fixed weapon. 0 for normal free CPU choice.<br />
|-<br />
| int || Worm''#''_ActionRadius= || The distance away from itself the CPU takes into account. 0 = no range limitation?<br />
|-<br />
| bool || Worm''#''_Vital= || 1 if the worm is vital to the mission, 0 otherwise. If a vital worm is killed, all allied teams surrender. Might not work with allies to the human team.<br />
|-<br />
|}<br />
<br />
=== 8. The [Events] Group ===<br />
Definitely not required, this group.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TotalNumberOfEvents= || Supposed to be the total number of events, but actually wrong in some of the few missions it even appears in. This value is ignored anyway.<br />
|-<br />
|}<br />
<br />
=== 9. The [Event''####''] Group ===<br />
Events happen independently of each other after a certain number of turns. If more than one event exists for a given turn, they are executed in numerical order. Note that possibly due to a bug or possibly by design, events must appear in the order in which they occur - so if a turn 0 event appears after a turn 1 event, the turn 0 event will not be executed.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
!Type<br />
!Parameter String<br />
!Description<br />
|-<br />
| int || TypeOfEvent= || See [[#Event Types|Event Types]]<br />
|-<br />
| int || Turn= || Will cause this event to activate before the nth turn (starting from turn 0 being the first).<br />
|-<br />
| int || Retries= || Causes the event to activate if the number of attempts is equal to or higher than this number. Allows additional events to occur in silver and bronze medal missions (bronze = 1, silver = 4).<br />
|-<br />
| int || [[#Text_String_Index|Text_String_Index]]= || The string index to use for event type 10.<br />
|-<br />
| bool || EventEnd= || Used as a final dummy event to signify the end of the list of events. Not sure if the game likes this being absent or not.<br />
|-<br />
| int || PlaceWeapon_Bonus_Points= || The number of points you get for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_TurnExtension= || The extension to your turn time for collecting the weapon crate.<br />
|-<br />
| int || PlaceWeapon_Bonus_RoundExtention= || The extension to round time for collecting the weapon crate. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| int || PlaceWeapon_XPosition= || X position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_YPosition= || Y position of weapon crate.<br />
|-<br />
| int || PlaceWeapon_OnGround= || 1 if the weapon crate spawns on the ground beneath the coords (much faster, please do this) or 0 if it falls from the coords.<br />
|-<br />
| int || [[#PlaceWeapon_Contents|PlaceWeapon_Contents]]= || The weapon ID that is in the crate.<br />
|-<br />
| bool || PlaceWeapon_Marked= || 1 if the weapon crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceWeapon_Vital= || 1 if the weapon crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceWeapon_Ammo= || The ammunition of the weapon in the crate, -1 for infinite.<br />
|-<br />
| int || PlaceHealth_Bonus_Points= || The number of points you get for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_TurnExtention= || The extension to your turn time for collecting the health crate.<br />
|-<br />
| int || PlaceHealth_Bonus_RoundExtention= || The extension to round time for collecting the health crate. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| int || PlaceHealth_XPosition= || X position of health crate.<br />
|-<br />
| int || PlaceHealth_YPosition= || Y position of health crate.<br />
|-<br />
| int || PlaceHealth_OnGround= || 1 if the health crate spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceHealth_Health= || Amount of health in the crate. Uses the mission default if not present. Note that setting this to zero will not use the default, but make the health crate restore 0 health.<br />
|-<br />
| bool || PlaceHealth_Marked= || 1 if the health crate is marked - ie important for sequences.<br />
|-<br />
| bool || PlaceHealth_Vital= || 1 if the health crate is vital. Destroying a vital crate ends the mission apparently.<br />
|-<br />
| int || PlaceTarget_XPosition= || X position of target.<br />
|-<br />
| int || PlaceTarget_YPosition= || Y position of target.<br />
|-<br />
| int || PlaceTarget_OnGround= || 1 if the target spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceTarget_TargetType= || 0 for normal, 1 for old woman. In WWP, 2 is invisible, not sure if this is the case in WA.<br />
|-<br />
| int || PlaceTarget_FallSpeed= || Fall speed for the target.<br />
|-<br />
| int || PlaceTarget_Bonus_Points= || The number of points you get for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_TurnExtention= || The extension to your turn time for destroying the target.<br />
|-<br />
| int || PlaceTarget_Bonus_RoundExtention= || The extension to round time for destroying the target. This doesn't appear to actually be implemented in game at all but is used in many missions.<br />
|-<br />
| bool || PlaceTarget_Marked= || 1 if the target is marked - ie, important for sequences.<br />
|-<br />
| int || PlaceMine_XPosition= || X position of mine.<br />
|-<br />
| int || PlaceMine_YPosition= || Y position of mine.<br />
|-<br />
| int || PlaceMine_OnGround= || 1 if the mine spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || PlaceDrum_XPosition= || X position of drum.<br />
|-<br />
| int || PlaceDrum_YPosition= || Y position of drum.<br />
|-<br />
| int || PlaceDrum_OnGround= || 1 if the drum spawns on the ground beneath the coords or 0 if it falls from the coords.<br />
|-<br />
| int || SetEventTurn_TurnNumber= || Turn number to skip to for event 12.<br />
|}<br />
<br />
=== 10. The [Sequence''####''] Group ===<br />
Sequence groups are always executed in numerical order from the start of the mission, but sequences in a given turn are always executed after events (in case the first event is "pause executing sequence"). Some event IDs cause the sequence to pause execution until some condition is fulfilled. Note that it is only possible to have one sequence running at a time, unlike WWP where you can have at least two.<br />
<br />
All options are identical to ones in Event groups; the only difference is the way in which they are executed. You can even add a Turn indicator to a sequence group to pause the sequence until that turn (not tested if that actually works, the only place I can find it is at the start of a sequence).<br />
<br />
== Event types ==<br />
Here are the possible values and their functions for the TypeOfEvent settings in events and sequences. Do bear in mind that some of them are only particularly useful in one or the other, but the types appear to be consistent between them which is nice.<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Function<br />
|-<br />
|1 || Place weapon crate.<br />
|-<br />
|2 || Place health crate.<br />
|-<br />
|3 || Place target.<br />
|-<br />
|4 || Trigger nuke.<br />
|-<br />
|5 || Trigger Earthquake.<br />
|-<br />
|6 || Trigger Armageddon.<br />
|-<br />
|7 || Trigger sudden death.<br />
|-<br />
|8 || Wait until no more "marked" crates (for sequences).<br />
|-<br />
|9 || Wait until no more "marked" targets (for sequences).<br />
|-<br />
|10 || Display Morse code message.<br />
|-<br />
|11 || In WWP as "pause for (n) 10ths of a second"; doesn't appear to have effect in WA (used incorrectly in one mission as an attempt to display text). Needs investigation.<br />
|-<br />
|12 || In WWP as "Set Next Turn Number"; unsure if in WA (unused in all missions), but the necessary string is in the exe. Needs investigation.<br />
|-<br />
|13 || Place mine.<br />
|-<br />
|14 || Place oil barrel.<br />
|-<br />
|15 || Restart sequence.<br />
|-<br />
|16 || Terminate mission (= win if WinningCondition=3 and possibly others).<br />
|-<br />
|17 || Pause sequence<br />
|-<br />
|18 || Resume sequence<br />
|}<br />
== Weapon Strings ==<br />
The weapon settings in a mission may be configured individually for each team through use of the '''Ammo_''' and '''Delay_''' prefixes, followed by a weapon string and settings. For example, '''Ammo_Batrope=-1''' would set a team's ninja rope supply to infinite, and '''Delay_Bazooka=2''' would apply a 2 turn bazooka delay.<br />
<br />
The following is a list of weapon strings. You always have an infinite supply of Skip go and Surrender, so supplying ammo is unnecessary. It is currently unknown if it is possible to add Aqua Sheep directly to the inventory (but they can be provided in weapon crates, which is the method used in the official missions) - it appears to be implemented with the AquaSheep string, but in rudimentary tests this has not worked.<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!Hot Key !! Column #1 !! Column #2 !! Column #3 !! Column #4 !! Column #5<br />
|-<br />
| '''Util.''' || JetPack || LowGravity || FastWalk || LaserSight || Invisibility<br />
|-<br />
| '''F1''' || Bazooka || HomingMissile || Mortar || HomingPigeon || SheepLauncher<br />
|-<br />
| '''F2''' || Grenade || ClusterBomb || BananaBomb || Axe || Earthquake<br />
|-<br />
| '''F3''' || Shotgun || Handgun || Uzi || Minigun || Longbow<br />
|-<br />
| '''F4''' || FirePunch || DragonBall || Kamikaze || SuicideBomber || Prod<br />
|-<br />
| '''F5''' || Dynamite || Mine || Sheep || SuperSheep || MoleBomb<br />
|-<br />
| '''F6''' || AirStrike || NapalmStrike || PostalStrike || MineStrike || MoleSquadron<br />
|-<br />
| '''F7''' || BlowTorch || PneumaticDrill || Girder || BaseballBat || BridgeKit<br />
|-<br />
| '''F8''' || Batrope || Bungee || Parachute || Teleport || Scales<br />
|-<br />
| '''F9''' || SuperBananaBomb || HolyHandGrenade || FlameThrower || SallyArmy || MBBomb<br />
|-<br />
| '''F10''' || PetrolBomb || Skunk || MingVase || SheepStrike || CarpetBomb<br />
|-<br />
| '''F11''' || MadCow || OldWoman || Donkey || NuclearBomb || Armageddon<br />
|-<br />
| '''F12''' || || || SelectWorm || Freeze || MagicBullet<br />
|}<br />
<br />
You can also add the instant effect utilities to your inventory with the following weapon strings, which will correctly take effect for the opening turn only, regardless of how many ammo you give. The exception is Crate Spy, which will last for the entire mission, as expected.<br />
<br />
*Damagex2<br />
*CrateSpy<br />
*DoubleTime<br />
*CrateShower<br />
<br />
== Text_String_Index ==<br />
<br />
The transition messages you get during missions are hardcoded into the game and are referred to via a number. The following table summarises which numbers refer to which messages (in English).<br />
<br />
'''Notes:'''<br />
*There is a typo in-game for messages number 22 and 42, they contain a carriage return arrow at the end.<br />
*Strings 120 - 130 are the names of the CPU teams usable in missions.<br />
*There may be other non-empty strings beyond 130, but they are unlikely to be useful for the purpose of being used during a mission. <br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Message<br />
|-<br />
| 0 || Weapons drop!<br />
|-<br />
| 1 || Supplies imminent.<br />
|-<br />
| 2 || Secure the drop zones!<br />
|-<br />
| 3 || Delivery successful, over and out.<br />
|-<br />
| 4 || The iron eagle is on the way, over.<br />
|-<br />
| 5 || Package delivered, over and out.<br />
|-<br />
| 6 || That's it we're clean out, you're on your own!<br />
|-<br />
| 7 || The crates are your only hope...<br />
|-<br />
| 8 || Enemy air transport en route.<br />
|-<br />
| 9 || Enemy transport closing.<br />
|-<br />
| 10 || Almost here!<br />
|-<br />
| 11 || It's arrived, now get the crate and get the hell out!<br />
|-<br />
| 12 || No ammo? Try this for size!<br />
|-<br />
| 13 || Mind your head!<br />
|-<br />
| 14 || A first class delivery!<br />
|-<br />
| 15 || Weapons drop successful!<br />
|-<br />
| 16 || Don't let this equipment fall into the wrong hands...<br />
|-<br />
| 17 || Express Delivery!<br />
|-<br />
| 18 || Death by mail order.<br />
|-<br />
| 19 || A little bit of healing goes a long way...<br />
|-<br />
| 20 || Something to perk you up, sir.<br />
|-<br />
| 21 || A blessed relief.<br />
|-<br />
| 22 || Some timely assistance?&#8629;<br />
|-<br />
| 23 || Medical supplies dispatched.<br />
|-<br />
| 24 || Another helping hand.<br />
|-<br />
| 25 || A little assistance for you.<br />
|-<br />
| 26 || Every little bit helps.<br />
|-<br />
| 27 || A little light relief.<br />
|-<br />
| 28 || Anybody require medical assistance?<br />
|-<br />
| 29 || Is this your blood group?<br />
|-<br />
| 30 || Live damn you, Live!<br />
|-<br />
| 31 || Medic!<br />
|-<br />
| 32 || Nuke en-route.<br />
|-<br />
| 33 || Time is against us sir, we need to deal with this quickly!<br />
|-<br />
| 34 || Smoke'em out if you can...<br />
|-<br />
| 35 || Meteor strike imminent, dig in!<br />
|-<br />
| 36 || It's on its way, ETA 5 minutes!<br />
|-<br />
| 37 || Time is short, get a move on!<br />
|-<br />
| 38 || Tactical nuclear missile launch detected.<br />
|-<br />
| 39 || Warning! Strike imminent!<br />
|-<br />
| 40 || A tremor has been detected at the north end of the island!<br />
|-<br />
| 41 || Global warming! Watch the water level!<br />
|-<br />
| 42 || Try not to get wet!&#8629;<br />
|-<br />
| 43 || Hurry, don't let them dig in!<br />
|-<br />
| 44 || The General is escaping!<br />
|-<br />
| 45 || Radiation will be the death of you!<br />
|-<br />
| 46 || Reach for the skies!<br />
|-<br />
| 47 || Climb a mountain not a molehill.<br />
|-<br />
| 48 || Keep away from the edge, earthquake imminent!<br />
|-<br />
| 49 || Where's Noah when you need him?<br />
|-<br />
| 50 || It's time to build those shelters.<br />
|-<br />
| 51 || Hope you've got protection.<br />
|-<br />
| 52 || WARNING! Seismic activity, 7.2 on the Richter scale!<br />
|-<br />
| 53 || What happened to the five minute warning?<br />
|-<br />
| 54 || Global extermination!<br />
|-<br />
| 55 || WARNING! Destabilising fault-line...<br />
|-<br />
| 56 || Caution, tectonic movement!<br />
|-<br />
| 57 || The end of the world is nigh!<br />
|-<br />
| 58 || Judgement Day.<br />
|-<br />
| 59 || Enemy forces mobilising!<br />
|-<br />
| 60 || Strike imminent!<br />
|-<br />
| 61 || Next turn the enemy gets serious.<br />
|-<br />
| 62 || The enemy is armed to the teeth!<br />
|-<br />
| 63 || They've seen you, RUN!<br />
|-<br />
| 64 || Enemy weapons embargo has been lifted.<br />
|-<br />
| 65 || There may be trouble ahead...<br />
|-<br />
| 66 || This conflict is escalating.<br />
|-<br />
| 67 || Ride those thermals, trooper!<br />
|-<br />
| 68 || War is hell.<br />
|-<br />
| 69 || Better dig deep...<br />
|-<br />
| 70 || There IS honour in death.<br />
|-<br />
| 71 || Use the darkside!<br />
|-<br />
| 72 || Secure the area!<br />
|-<br />
| 73 || Dig down and dig deep.<br />
|-<br />
| 74 || That fruits just about ripe and for the picking.<br />
|-<br />
| 75 || Remember to get the crates to add armoury.<br />
|-<br />
| 76 || A utility would be useful...<br />
|-<br />
| 77 || You could do with some 1st aid.<br />
|-<br />
| 78 || You'll need to use the rope...<br />
|-<br />
| 79 || Think about using some girders as cover.<br />
|-<br />
| 80 || You need to draw fire.<br />
|-<br />
| 81 || Remember that you can drop items while on a rope!<br />
|-<br />
| 82 || Learn to use the repeat swing of the rope!<br />
|-<br />
| 83 || Learn all the jumping techniques.<br />
|-<br />
| 84 || A back jump gets you up even higher.<br />
|-<br />
| 85 || Make a note of the enemy units and their skills.<br />
|-<br />
| 86 || Act quickly, think sooner.<br />
|-<br />
| 87 || Skunks can reach places that other weapons cannot reach!<br />
|-<br />
| 88 || Guns can be strafed up and down when fired.<br />
|-<br />
| 89 || Crates can sometimes offer a solution to a mission.<br />
|-<br />
| 90 || Girders can still be placed even whilst swinging on your rope.<br />
|-<br />
| 91 || Need a leg up? Try an arrow or two...<br />
|-<br />
| 92 || A girder could be your last line of defence...<br />
|-<br />
| 93 || Animals and old women can go shopping you know...<br />
|-<br />
| 94 || Parachutes don't slow your fall but can be controlled...<br />
|-<br />
| 95 || A parachute! Ride those thermals, trooper!<br />
|-<br />
| 96 || Crates and explosions don't mix.<br />
|-<br />
| 97 || Air strikes are more effective from the correct direction!<br />
|-<br />
| 98 || Moles love to dig down and they tend to explode too.<br />
|-<br />
| 99 || A well-placed stick of dynamite will dislodge any stubborn Worm.<br />
|-<br />
| 100 || Wind can have an effect on fire, be careful not to stand downwind<br />
|-<br />
| 101 || Measure the wind and send a bazooka curling!<br />
|-<br />
| 102 || Extra Worms make great decoys.<br />
|-<br />
| 103 || Roll out the barrels, they can be deadly too...<br />
|-<br />
| 104 || This crate could be vital!<br />
|-<br />
| 105 || Girders can help grenades reach their targets...<br />
|-<br />
| 106 || Aqua Sheep by name, aquatic by nature.<br />
|-<br />
| 107 || Come on soldier, get a move on!<br />
|-<br />
| 108 || You'd better hurry, there's not much time left!<br />
|-<br />
| 109 || Quick! The water is rising!<br />
|-<br />
| 110 || Here's something to help this time.<br />
|-<br />
| 111 || If you're having trouble, use this.<br />
|-<br />
| 112 || We thought you would appreciate this!<br />
|-<br />
| 113 || Looks like you need help, rookie.<br />
|-<br />
| 114 || This will come in handy...<br />
|-<br />
| 115 || You need help...<br />
|-<br />
| 116 || Try this.<br />
|-<br />
| 117 || (empty string)<br />
|-<br />
| 118 || (empty string)<br />
|-<br />
| 119 || (empty string)<br />
|-<br />
| 120 || Cannon Fodder<br />
|-<br />
| 121 || Commandos<br />
|-<br />
| 122 || Elite<br />
|-<br />
| 123 || Enemy<br />
|-<br />
| 124 || Guardsmen<br />
|-<br />
| 125 || Gunners<br />
|-<br />
| 126 || Officers<br />
|-<br />
| 127 || Patrol<br />
|-<br />
| 128 || Platoon<br />
|-<br />
| 129 || Resistance<br />
|-<br />
| 130 || Special Forces<br />
|}<br />
<br />
== PlaceWeapon_Contents ==<br />
<br />
When placing a weapon or utility crate you need to refer to its contents by a number rather than a name. The following list indicates which number refers to which crate contents:<br />
<br />
{| border="1" cellspacing="0" class="wikitable"<br />
|-<br />
!ID !! Contents<br />
|-<br />
| 0 || None (This is a specially defined "empty" crate)<br />
|-<br />
| 1 || Bazooka<br />
|-<br />
| 2 || Homing Missile<br />
|-<br />
| 3 || Mortar<br />
|-<br />
| 4 || Homing Pigeon<br />
|-<br />
| 5 || Sheep Launcher<br />
|-<br />
| 6 || Grenade<br />
|-<br />
| 7 || Cluster Bomb<br />
|-<br />
| 8 || Banana Bomb<br />
|-<br />
| 9 || Mole Bomb<br />
|-<br />
| 10 || Shotgun<br />
|-<br />
| 11 || Handgun<br />
|-<br />
| 12 || Uzi<br />
|-<br />
| 13 || Minigun<br />
|-<br />
| 14 || Longbow<br />
|-<br />
| 15 || Fire Punch<br />
|-<br />
| 16 || Dragonball<br />
|-<br />
| 17 || Kamikaze<br />
|-<br />
| 18 || Prod<br />
|-<br />
| 19 || Battle Axe<br />
|-<br />
| 20 || Dynamite<br />
|-<br />
| 21 || Mine<br />
|-<br />
| 22 || Sheep<br />
|-<br />
| 23 || Super Sheep<br />
|-<br />
| 24 || Aqua Sheep<br />
|-<br />
| 25 || Earth Quake<br />
|-<br />
| 26 || Air Strike<br />
|-<br />
| 27 || Napalm Strike<br />
|-<br />
| 28 || Mail Strike<br />
|-<br />
| 29 || Mine Strike<br />
|-<br />
| 30 || Armageddon<br />
|-<br />
| 31 || Blow torch<br />
|-<br />
| 32 || Pneumatic Drill<br />
|-<br />
| 33 || Girder<br />
|-<br />
| 34 || Baseball Bat<br />
|-<br />
| 35 || Girder Starter-Pack<br />
|-<br />
| 36 || Ninja Rope<br />
|-<br />
| 37 || Bungee<br />
|-<br />
| 38 || Parachute<br />
|-<br />
| 39 || Teleport<br />
|-<br />
| 40 || Scales of Justice<br />
|-<br />
| 41 || Super Banana Bomb<br />
|-<br />
| 42 || Holy Hand-Grenade<br />
|-<br />
| 43 || Salvation Army<br />
|-<br />
| 44 || MB Bomb<br />
|-<br />
| 45 || Flamethrower<br />
|-<br />
| 46 || Petrol Bomb<br />
|-<br />
| 47 || Skunk<br />
|-<br />
| 48 || Priceless Ming Vase<br />
|-<br />
| 49 || French Sheep Strike<br />
|-<br />
| 50 || Mike's Carpet Bomb<br />
|-<br />
| 51 || Mad cow<br />
|-<br />
| 52 || Old woman<br />
|-<br />
| 53 || Mole Squadron<br />
|-<br />
| 54 || Concrete Donkey<br />
|-<br />
| 55 || Indian nuclear Test<br />
|-<br />
| 56 || Select worm<br />
|-<br />
| 57 || Freeze<br />
|-<br />
| 58 || Patsy's Magic Bullet<br />
|-<br />
| 59 || Fast Walk<br />
|-<br />
| 60 || Laser sight<br />
|-<br />
| 61 || Double Damage<br />
|-<br />
| 62 || Invisibility (Usable even in single player!)<br />
|-<br />
| 63 || Low Gravity<br />
|-<br />
| 64 || Crashes the game with a fatal error<br />
|-<br />
| 65 || Suicide Bomber<br />
|-<br />
| 66 || Jetpack<br />
|-<br />
| 67 || Double Turn Time<br />
|-<br />
| 68 || Crate Shower<br />
|-<br />
| 69 || Crashes the game with a fatal error<br />
|-<br />
| 70 || (null)<br />
|-<br />
| 71 || Crashes the game with a fatal error<br />
|-<br />
| 72 and beyond || (null)<br />
|}<br />
<br />
==See also==<br />
* [[WA Mission Customization Guide]]</div>Melon