Difference between revisions of "Instant self-bounce/hit of a Ninja Rope weapon drop"

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(Details on how the game act when dropping a weapon from rope or Jet Pack)
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== Details on how the game act when dropping a weapon from rope or Jet Pack ==
 
== Details on how the game act when dropping a weapon from rope or Jet Pack ==
After some testing in a [[RubberWorm]] game with zero gravity, it seems that drop-and-run (like [[Mine]]s) and animal weapons (exept [[Homing Pigeon]] and [[Sheep Launcher]]) go naturally with some force at the same time up and forward (based on the side the worm is facing) 45 degrees diagonally, even if the worm has zero movement. The other weapons depends on movement to move (receiving a force). When a weapon is fired with zero movement, its sprite will appear at the center of the worm, but the explosions will cause the worm to go far away straight up (proportionally to its power), however clustered weapons will not concentrate the explosions, the clusters will pass the worm. So, the weapons probably spawn 1 pixel below the center of the worm, in an unsufficient position to make clusters explode concentrated at once (which requires more pixels below the center of the worm). The phenomenon probably has to do with the weapon + the worm colision masks (a.k.a. hit boxes), since the both worm and the weapon are moving close together.
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After some testing in a [[RubberWorm]] game with zero gravity, it seems that drop-and-run (like [[Mine]]s) and animal weapons (exept [[Homing Pigeon]] and [[Sheep Launcher]]) go naturally with some force at the same time up and forward (based on the side the worm is facing) 45 degrees diagonally, even if the worm has zero movement. The other weapons depends on movement to move (receiving a force). When a weapon is fired with zero movement, its sprite will appear at the center of the worm, but the explosions (all of them even bazooka and grenade ones that do not naturally cause worms to go upwards like a mine, a pigeon or a [[Holy Hand Grenade]]) will cause the worm to go far away straight up (proportionally to its power), however clustered weapons will not concentrate the explosions, the clusters will pass the worm. So, the weapons probably spawn 1 pixel below the center of the worm, in an unsufficient position to make clusters explode concentrated at once (which requires more pixels below the center of the worm). The phenomenon probably has to do with the weapon + the worm colision masks (a.k.a. hit boxes), since the both worm and the weapon are moving close together.
  
 
== Avoiding the phenomenon ==
 
== Avoiding the phenomenon ==
 
=== From the Jet Pack ===
 
=== From the Jet Pack ===
 
Avoiding this self-hitting while on jet pack requires practice using the arrow keys. Back-facing weapon drops (releasing the weapon with the worm facing back) usually works very well. If you fire the weapon facing forward, sometimes using only the up arrow key is better than using two at the same time when you are about to release a weapon, but it varies depending on the situation, ''i.e.'' the wind, the gravity, the speed, etc.
 
Avoiding this self-hitting while on jet pack requires practice using the arrow keys. Back-facing weapon drops (releasing the weapon with the worm facing back) usually works very well. If you fire the weapon facing forward, sometimes using only the up arrow key is better than using two at the same time when you are about to release a weapon, but it varies depending on the situation, ''i.e.'' the wind, the gravity, the speed, etc.

Revision as of 04:09, 13 July 2020

This glitch (or is it a phenomenon?) occurs when a worm using a Jet Pack or Ninja Rope is descending and travelling in the same direction as a weapon dropped from the rope or Jet Pack. What happens is that the weapon probably spawns 1 pixel below the center of the worm in play, and then hits the worm (probably something to do with their colision masks). If the weapon is an impact detonation weapon, it will explode the worm imediately. If it is not the case, the weapon will bounce and fall in a way that possibly was not planned by the player. However, some experienced players may use this phenomenon on purpose, e.g. dropping a grenade behind.

Details on how the game act when dropping a weapon from rope or Jet Pack

After some testing in a RubberWorm game with zero gravity, it seems that drop-and-run (like Mines) and animal weapons (exept Homing Pigeon and Sheep Launcher) go naturally with some force at the same time up and forward (based on the side the worm is facing) 45 degrees diagonally, even if the worm has zero movement. The other weapons depends on movement to move (receiving a force). When a weapon is fired with zero movement, its sprite will appear at the center of the worm, but the explosions (all of them even bazooka and grenade ones that do not naturally cause worms to go upwards like a mine, a pigeon or a Holy Hand Grenade) will cause the worm to go far away straight up (proportionally to its power), however clustered weapons will not concentrate the explosions, the clusters will pass the worm. So, the weapons probably spawn 1 pixel below the center of the worm, in an unsufficient position to make clusters explode concentrated at once (which requires more pixels below the center of the worm). The phenomenon probably has to do with the weapon + the worm colision masks (a.k.a. hit boxes), since the both worm and the weapon are moving close together.

Avoiding the phenomenon

From the Jet Pack

Avoiding this self-hitting while on jet pack requires practice using the arrow keys. Back-facing weapon drops (releasing the weapon with the worm facing back) usually works very well. If you fire the weapon facing forward, sometimes using only the up arrow key is better than using two at the same time when you are about to release a weapon, but it varies depending on the situation, i.e. the wind, the gravity, the speed, etc.

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