Difference between revisions of "CPU shot misprediction"
From Worms Knowledge Base
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− | {{ParentArticle|[[Tricks and glitches]]}} | + | {{ParentArticle|[[Tricks and glitches]] or [[Tricks and glitches (first generation)]]}} |
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{{ReplayBox|CPU-miss.WAgame|Demonstration}} | {{ReplayBox|CPU-miss.WAgame|Demonstration}} | ||
− | When calculating the trajectories for projectiles (e.g. [[Bazooka]] shots) the AI players (CPU 1 to 5) use a quicker, rougher method to trace the projectile's path than used for the actual projectile. This sometimes causes the CPU players to miss - usually hit land that was closely intersecting the intended trajectory, or hit some stray pixels along the path. | + | When calculating the trajectories for projectiles (e.g. [[Bazooka]] shots) the AI players (CPU 1 to 5 in second-generation titles, CPU 0 to 9 in first-generation) use a quicker, rougher method to trace the projectile's path than used for the actual projectile. This sometimes causes the CPU players to miss - usually hit land that was closely intersecting the intended trajectory, or hit some stray pixels along the path. |
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+ | In first-generation titles this is compounded by the fact that AI players do not take the roof into consideration in cavern levels, or custom maps with a cavern-like roof. | ||
{{stub}} | {{stub}} |
Latest revision as of 06:25, 6 April 2012
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When calculating the trajectories for projectiles (e.g. Bazooka shots) the AI players (CPU 1 to 5 in second-generation titles, CPU 0 to 9 in first-generation) use a quicker, rougher method to trace the projectile's path than used for the actual projectile. This sometimes causes the CPU players to miss - usually hit land that was closely intersecting the intended trajectory, or hit some stray pixels along the path.
In first-generation titles this is compounded by the fact that AI players do not take the roof into consideration in cavern levels, or custom maps with a cavern-like roof.