Difference between revisions of "Mad Cows"

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{{ParentArticle|[[Game logic]]}}
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{{ParentArticle|[[Weapons]]}}
{{Weapon|[[Image:Madcowicon.png]]|Mad Cows
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[[Image:Mablak's Cows.gif|thumb|left|Precise cows dropped from the rope!]]
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{{Weapon|[[Image:Madcowicon.png|64px]]|Mad Cows
 
|Animal
 
|Animal
|F11 (x1)
+
|F11 (x1)<br />{{i-wdc}} 6 (x2)
 
|75hp injury (max.) per cow, Large circular craters
 
|75hp injury (max.) per cow, Large circular craters
|W:A, WWP}}
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|Worms DC, Worms 2, W:A, WWP}}
 
+
{{Power|15em}}
{| class="infobox" cellspacing="2" style="width: 15em; font-size: 90%; text-align: left;"
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! colspan="3" style="font-size: 150%; text-align: center" | Power settings
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|-
 
|-
 
!Power
 
!Power
!Maximum
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!Max. injury<br/>(per one)
injury
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!Crater<br/>diameter
!Crater
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diameter
+
 
|-
 
|-
 
|11
 
|11
|? hp
+
|37 hp
|? px
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|73 px
 
|-
 
|-
 
|12
 
|12
|?
+
|52
|?
+
|97
 
|-
 
|-
 
|1
 
|1
|?
+
|60
|?
+
|123
 
|-
 
|-
 
|2
 
|2
|?
+
|67
|?
+
|135
 
|-
 
|-
 
|3
 
|3
|75?
+
|75
|123
+
|147
 
|-
 
|-
 
|4
 
|4
|?
+
|82
|?
+
|161
 
|-
 
|-
 
|5
 
|5
|?
+
|90
|?
+
|173
 
|-
 
|-
 
|19
 
|19
|?
+
|97
|?
+
|185
 
|-
 
|-
 
|14
 
|14
|?
+
|112
|?
+
|223
 
|-
 
|-
 
|15
 
|15
|?
+
|150
|?
+
|299
|}
+
{{Power-end}}
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[[Image:Mablak's Cows quadrakill.gif|thumb|right|Quadrakill!]]
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'''Mad Cows''' are a herded animal weapon. This means that the number of mad cows fired can be set by pressing a number key from 1 to 5. Once the desired number of cows in the herd is set, pressing space will activate the firing of the cows.  When space is pressed, a cow will be released from the worm once every '''25''' frames until the number of cows selected have been released, and the turn timer will freeze until all cows have been released.  After all cows have been released, the turn will end and retreat time will start.
  
 
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After release, a cow walks at a horizontal rate of '''2''' pixels per frame along the ground, and will explode if it hits a wall which is '''5''' pixels higher than its present walking surface (note that this inclination only needs to occur over the cow's 2 pixels of horizontal movement, so any sustained slope steeper than 2 (63.44°) can make a cow explode, since its per-pixel slopes will be a mixture of 2 and 3, and 2+3=5).  A cow will jump if it reaches a drop more than '''4''' pixels lower than its present walking surface.  The mad cow jumps at a '''45°''' angle and the jump has a random initial velocity between '''1.25''' and '''1.75''' pixels per frame (5.21% and 7.29% of a grenade's full firing power).  When the cow hits a wall during its jump, it will bounce off the wall instead of exploding.  When it bounces off a wall, there is a '''6.25%''' chance of the cow turning around and travelling in the opposite direction.  This same 6.25% chance of turning around occurs when the cow lands after bouncing off a wall.
Mad cows are a herded weapon.  This means that the number of mad cows fired can be set by pressing a number key from 1 to 5.  Once the desired number of cows in the herd is set, pressing space will activate the firing of the cows.  When space is pressed, a cow will be released from the worm once every '''25''' frames until the number of cows selected have been released, and the turn timer will freeze until all cows have been released.  After all cows have been released, the turn will end and retreat time will start.
+
 
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After release, a cow walks at a horizontal rate of '''2''' pixels per frame along the ground, and will explode if it hits a wall which is '''5''' pixels higher than its present walking surface.  A cow will jump if it reaches a drop more than '''4''' pixels lower than its present walking surface.  The mad cow jumps at a '''45°''' angle and the jump has a random initial velocity between '''1.25''' and '''1.75''' pixels per frame (5.21% and 7.29% of a grenade's full firing power).  When the cow hits a wall during its jump, it will bounce off the wall instead of exploding.  When it bounces off a wall, there is a '''6.25%''' chance of the cow turning around and travelling in the opposite direction.  This same 6.25% chance of turning around occurs when the cow lands after bouncing off a wall.
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A mad cow's collision mask is a rectangle which is '''7''' pixels wide and '''5''' pixels tall (same as with most other weapon objects).
 
A mad cow's collision mask is a rectangle which is '''7''' pixels wide and '''5''' pixels tall (same as with most other weapon objects).
  
In the past, a bug existed in Worms Armageddon which allowed a player to release double the number of mad cows than the selected herd size by jumping and pressing space (or even jumping while holding space, which was easier) after releasing the last cow in the selected herd.  All but one of the extra cows released by exploitation of this bug were subtracted from the team's weapon arsenal, but the releasing of cows was not halted by the number of mad cows in the arsenal reaching zero. Also, in the past, a loophole could be exploited through means of message injection.  It was possible to set the herd size to 0 or a number above 5, the former allowing the release of an unlimited number of cows, even if the team had only one cow in its weapon arsenal.  Both the cow-doubling glitch and this loophole were closed by [[Deadcode]] with the release of version 3.5 Beta 1 of the [[Beta Update]] on 2002-08-09.
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Mad Cows can be chosen as a [[Special Weapons|team weapon]]. If Special Weapon mode is enabled, teams with the Mad Cows are supplied 2 ammo of this weapon with a delay of 1 turn.
  
 
== Tactics ==
 
== Tactics ==
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* A common tactic is splitting the herd into two by switching directions quickly after the cows are released, thus spreading out the destruction. (W2/WA/WWP only)
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* It can be used to collect crates.
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 +
== Tricks and glitches ==
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There is a glitch related to Mad Cows that has been fixed in the [[Updates (Worms Armageddon)|Worms Armageddon Beta Updates]]. See [[Cow doubling glitch]] for more information.
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 +
In ''[[WormsDC]]', if during release the worm releasing the Mad Cows is moved by an explosion (caused by, say, the Cow or a [[landmine]]), any subsequent Cows will spawn facing whatever direction the worm is facing at the time, and from whatever new position the worm is currently in.
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== Trivia ==
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* [[References to other media]]: the name of this weapon is the name of a [[w:Bovine spongiform encephalopathy|disease]].
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== See also ==
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* [[Animal Jumping]]
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 +
== External links ==
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{{Wormopedia}}
  
* A common tactic is splitting the herd into two by switching directions quickly after the cows are released, thus spreading out the destruction.
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{{Weapons}}

Latest revision as of 06:17, 22 October 2024

(Up to Weapons)
Precise cows dropped from the rope!
Madcowicon.png Mad Cows
Type: Animal
Keyboard selection: F11 (x1)
[WDC] 6 (x2)
Standard effects: 75hp injury (max.) per cow, Large circular craters
Present in: Worms DC, Worms 2, W:A, WWP
Power settings
Power Max. injury
(per one)
Crater
diameter
11 37 hp 73 px
12 52 97
1 60 123
2 67 135
3 75 147
4 82 161
5 90 173
19 97 185
14 112 223
15 150 299
Quadrakill!

Mad Cows are a herded animal weapon. This means that the number of mad cows fired can be set by pressing a number key from 1 to 5. Once the desired number of cows in the herd is set, pressing space will activate the firing of the cows. When space is pressed, a cow will be released from the worm once every 25 frames until the number of cows selected have been released, and the turn timer will freeze until all cows have been released. After all cows have been released, the turn will end and retreat time will start.

After release, a cow walks at a horizontal rate of 2 pixels per frame along the ground, and will explode if it hits a wall which is 5 pixels higher than its present walking surface (note that this inclination only needs to occur over the cow's 2 pixels of horizontal movement, so any sustained slope steeper than 2 (63.44°) can make a cow explode, since its per-pixel slopes will be a mixture of 2 and 3, and 2+3=5). A cow will jump if it reaches a drop more than 4 pixels lower than its present walking surface. The mad cow jumps at a 45° angle and the jump has a random initial velocity between 1.25 and 1.75 pixels per frame (5.21% and 7.29% of a grenade's full firing power). When the cow hits a wall during its jump, it will bounce off the wall instead of exploding. When it bounces off a wall, there is a 6.25% chance of the cow turning around and travelling in the opposite direction. This same 6.25% chance of turning around occurs when the cow lands after bouncing off a wall.

A mad cow's collision mask is a rectangle which is 7 pixels wide and 5 pixels tall (same as with most other weapon objects).

Mad Cows can be chosen as a team weapon. If Special Weapon mode is enabled, teams with the Mad Cows are supplied 2 ammo of this weapon with a delay of 1 turn.

Tactics

  • A common tactic is splitting the herd into two by switching directions quickly after the cows are released, thus spreading out the destruction. (W2/WA/WWP only)
  • It can be used to collect crates.

Tricks and glitches

There is a glitch related to Mad Cows that has been fixed in the Worms Armageddon Beta Updates. See Cow doubling glitch for more information.

In WormsDC', if during release the worm releasing the Mad Cows is moved by an explosion (caused by, say, the Cow or a landmine), any subsequent Cows will spawn facing whatever direction the worm is facing at the time, and from whatever new position the worm is currently in.

Trivia

See also

External links

Weapons
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