Hello,
if shooting on someone with the shotgun, he doesn't move an inch, it seems like he is made of concrete.
This doesn't look very realistic (as far as this is applicable here), but IIRC in worms there was some push back.
Do you plan to integrate this?
Ideally the push back should decrease with more distance between shooter and target (dunno if this is possible).
TIA
winworm
if shooting on someone with the shotgun, he doesn't move an inch, it seems like he is made of concrete.
This doesn't look very realistic (as far as this is applicable here), but IIRC in worms there was some push back.
Do you plan to integrate this?
Ideally the push back should decrease with more distance between shooter and target (dunno if this is possible).
TIA
winworm
I think a little bit of push back would be realistic but understandingly not there.
There should be a setting for it in the xml file (balancing/configuring the weapon for optimal gameplay is difficult without numerous hours on our hands), but in that case, it seems broken (no push back effect).
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- Frequency and reproducibility: crashes after 5 minutes of play, only after some action ...
Ok, thanks for the feedback.
I also notice there is no terrain damage with the shotgun, probably also broken...?
I also notice there is no terrain damage with the shotgun, probably also broken...?
I cannot confirm this. The shotgun does damage to the ground (but not much).
ok, your right. I tested again there is a little little damage (like pistol). I would suggest to make it 5 - 10 times bigger.
"if shooting on someone with the shotgun, he doesn't move an inch, it seems like he is made of concrete.
This doesn't look very realistic (as far as this is applicable here), but IIRC in worms there was some push back.
Do you plan to integrate this?
Ideally the push back should decrease with more distance between shooter and target (dunno if this is possible)."
That is only realistic if you are a cartoon character.
According to Newton's Third Law: The mutual forces of action and reaction between two bodies are equal, opposite and collinear. This means that whenever a first body exerts a force F on a second body, the second body exerts a force −F on the first body. F and −F are equal in magnitude and opposite in direction. This law is sometimes referred to as the action-reaction law, with F called the "action" and −F the "reaction".
Only in cartoons or movies do people fly through the air when shot.
But since wormux is like a cartoon, I agree that it would be better with some movement.
This doesn't look very realistic (as far as this is applicable here), but IIRC in worms there was some push back.
Do you plan to integrate this?
Ideally the push back should decrease with more distance between shooter and target (dunno if this is possible)."
That is only realistic if you are a cartoon character.

According to Newton's Third Law: The mutual forces of action and reaction between two bodies are equal, opposite and collinear. This means that whenever a first body exerts a force F on a second body, the second body exerts a force −F on the first body. F and −F are equal in magnitude and opposite in direction. This law is sometimes referred to as the action-reaction law, with F called the "action" and −F the "reaction".
Only in cartoons or movies do people fly through the air when shot.
But since wormux is like a cartoon, I agree that it would be better with some movement.
I tried implementing something like this, but it didn't work. I haven't checked why much further.
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Whenever reporting a problem, please report the following information:
Whenever reporting a problem, please report the following information:
- Environment: Windows (XP/2000/Vista/Seven/...), Linux (Ubuntu Karmic/Mandriva/...), ...
- Context of the game: network/local game, normal/blitz mode, what you were doing, ...
- Frequency and reproducibility: crashes after 5 minutes of play, only after some action ...
For the record: push back was added to 11.04 version
Yes, and a bit enthusiastic at it 
I kind of remember the issue with that effect, which was that if each pellet was hitting sequentially and with almost the same vector the target, this could produce tremendous push back. The bigger issue was that often, each pellet might cancel the previous out.
Though it may not be that effect, with current game, you can often make more than the base 40 damage per shot. I even managed to kill a slightly damaged toon in one blast.

I kind of remember the issue with that effect, which was that if each pellet was hitting sequentially and with almost the same vector the target, this could produce tremendous push back. The bigger issue was that often, each pellet might cancel the previous out.
Though it may not be that effect, with current game, you can often make more than the base 40 damage per shot. I even managed to kill a slightly damaged toon in one blast.
____________________
Whenever reporting a problem, please report the following information:
Whenever reporting a problem, please report the following information:
- Environment: Windows (XP/2000/Vista/Seven/...), Linux (Ubuntu Karmic/Mandriva/...), ...
- Context of the game: network/local game, normal/blitz mode, what you were doing, ...
- Frequency and reproducibility: crashes after 5 minutes of play, only after some action ...
We could do some balancing actions, for example reducing basic damage or adjust pushback strength. Although I don't remember seeing too powerful pushback, it was probably with earlier versions where push back had to be adjusted to very high level to see any effect ( and then it sometimes blew up completely)
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