Difference between revisions of "Wind"
From Worms Knowledge Base
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(→Wind generation: Wind consecutivity) |
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Tests reveal two things about how the wind is generated: | Tests reveal two things about how the wind is generated: | ||
− | * The wind | + | * The wind can, in fact, be the same for two consecutive turns. Although it occurs rarely, it was proven when a test was conducted, which checked a bit more than 1000 turns' winds - during this, the wind's consecutivity occured once. Besides this, there is only one reliable occurance of this ever happening, so far. |
* The direction and strength of the wind generated for a given turn is influenced by the position of the active worm at the start of that turn (this has been confirmed by Deadcode and CyberShadow but details remain secret). A worm standing at the far right edge of the map is far more likely to experience a leftward wind, and vice versa. | * The direction and strength of the wind generated for a given turn is influenced by the position of the active worm at the start of that turn (this has been confirmed by Deadcode and CyberShadow but details remain secret). A worm standing at the far right edge of the map is far more likely to experience a leftward wind, and vice versa. |
Revision as of 13:52, 13 July 2009
This article currently only has information for Worms Armageddon. It is likely that this information also applies to Worms World Party, but this has not been confirmed.
Worms Armageddon
Precise information about the wind and the code behind it is not publically available, but tests reveal a few interesting things about how the wind is generated at the start of each turn, and how it is displayed in the wind indicator.
The wind indicator
The length of the red or blue wind bar in the wind indicator represents the strength of the wind. The longer the bar, the stronger the wind. Although it may appear as though the wind indicator can display a continuous spectrum of lengths, there are in fact only 21 distinct values that it will take (10 for each direction and 1 for no wind at all).
In pixels, the complete range of possible lengths for the blue and red wind bars and their corresponding wind strengths are as follows (this table is in the process of being completed)
Blue wind bar | Red wind bar | ||
Wind bar length | Wind strength * | Wind bar length | Wind strength * |
7 pixels | 12% | 6 pixels | 12% |
14 | 23% | 14 | 23% |
22 | 35% | 21 | 36% |
29 | 47% | 29 | 47% |
37 | 59% | 36 | 59% |
45 | 70% | 44 | 71% |
52 | 82% | 52 | 82% |
60 | 94% | 59 | 94% |
67 | 105% | 67 | 106% |
75 | 117% | 74 | 118% |
* The force applied to a bazooka shell as a percentage of the force of gravity. All figures are approximate, determined by experiment. |
Wind generation
Tests reveal two things about how the wind is generated:
- The wind can, in fact, be the same for two consecutive turns. Although it occurs rarely, it was proven when a test was conducted, which checked a bit more than 1000 turns' winds - during this, the wind's consecutivity occured once. Besides this, there is only one reliable occurance of this ever happening, so far.
- The direction and strength of the wind generated for a given turn is influenced by the position of the active worm at the start of that turn (this has been confirmed by Deadcode and CyberShadow but details remain secret). A worm standing at the far right edge of the map is far more likely to experience a leftward wind, and vice versa.