Difference between revisions of "Objects touching water no longer collide with land"

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{{ParentArticle|[[Tricks and glitches (Second generation)]]}}
 
{{ParentArticle|[[Tricks and glitches (Second generation)]]}}
  
{{ReplayBox|file=CollisionGlitch.WAgame|line1=The first turn in this WxW demonstrates a|line2=worm flying through land, but still being affected by mines}}
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{{ReplayBox|CollisionGlitch.WAgame|The first turn in this WxW demonstrates a|worm flying through land, but still being affected by mines}}
 
Sometimes, when objects touch water (but don't sink), they lose their property to collide with land.
 
Sometimes, when objects touch water (but don't sink), they lose their property to collide with land.
  
 
This may happen to a skimming worm, or a projectile (such as nade) hitting the bottom border of the level when the water is at [[water drops]] level. The glitch probably happens because the check that adjusts an object's collision properties uses different logic than the one that causes objects to sink - or that the latter check happens one frame after the former.
 
This may happen to a skimming worm, or a projectile (such as nade) hitting the bottom border of the level when the water is at [[water drops]] level. The glitch probably happens because the check that adjusts an object's collision properties uses different logic than the one that causes objects to sink - or that the latter check happens one frame after the former.

Revision as of 14:29, 28 June 2008

Click to watch (W:A + Beta Update required) W:A replay: The first turn in this WxW demonstrates a
worm flying through land, but still being affected by mines
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Sometimes, when objects touch water (but don't sink), they lose their property to collide with land.

This may happen to a skimming worm, or a projectile (such as nade) hitting the bottom border of the level when the water is at water drops level. The glitch probably happens because the check that adjusts an object's collision properties uses different logic than the one that causes objects to sink - or that the latter check happens one frame after the former.

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