Difference between revisions of "Wind"
From Worms Knowledge Base
(Objects affected by the wind) |
(→Wind generation: Added statement for update 3.8.) |
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** [[Napalm]] | ** [[Napalm]] | ||
** [[Oil Drum]] | ** [[Oil Drum]] | ||
+ | ** all types of crates | ||
* [[MB Bomb]] | * [[MB Bomb]] | ||
* [[Mail Strike]] | * [[Mail Strike]] | ||
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* The wind will almost never be the same for two consecutive turns. If the wind were completely random, then for 50 consecutive turns, there would be a 91% chance that the wind would be the same for two consecutive turns on at least one occasion. Since this did not happen in the test illustrated below, it can be said with at least 91% certainty that the game's code prevents it from happening. However, 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 occurred once. Besides this, there is only one reliable occurrence of this ever happening, so far. | * The wind will almost never be the same for two consecutive turns. If the wind were completely random, then for 50 consecutive turns, there would be a 91% chance that the wind would be the same for two consecutive turns on at least one occasion. Since this did not happen in the test illustrated below, it can be said with at least 91% certainty that the game's code prevents it from happening. However, 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 occurred once. Besides this, there is only one reliable occurrence 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 both confirmed by Deadcode and CyberShadow but details remain secret, and settings added to adjust this bias in update 3.8). A worm standing at the far right edge of the map is far more likely to experience a leftward wind, and vice versa. |
Latest revision as of 04:00, 15 April 2023
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.
Contents
Weapons and objects affected by the wind
- Bazooka
- The poisonous gas from
- The flames from
- Flamethrower
- Petrol Bomb
- Napalm
- Oil Drum
- all types of crates
- MB Bomb
- Mail Strike
- Parachute
Worms Armageddon
Precise information about the wind and the code behind it is not publicly 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:
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* The force applied to a bazooka shell as a percentage of the force of gravity. Figures are exact, rounded to the nearest 0.1%. |
Wind generation
Tests reveal two things about how the wind is generated:
- The wind will almost never be the same for two consecutive turns. If the wind were completely random, then for 50 consecutive turns, there would be a 91% chance that the wind would be the same for two consecutive turns on at least one occasion. Since this did not happen in the test illustrated below, it can be said with at least 91% certainty that the game's code prevents it from happening. However, 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 occurred once. Besides this, there is only one reliable occurrence 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 both confirmed by Deadcode and CyberShadow but details remain secret, and settings added to adjust this bias in update 3.8). A worm standing at the far right edge of the map is far more likely to experience a leftward wind, and vice versa.