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View Full Version : removing girder pack and nuke from scheme !


franpa
10 May 2007, 11:47
how do i do this oO im looking at schemeeddy 2.04 and opened my scheme up but i says that the probability for all the super weapons is 0.0% which is wrong oO.

i would prefer getting worm select then a girder pack or nuke because there are extreme retards who use them just for laughs in wxw and shoppa.

Melon
10 May 2007, 12:07
I remember Etho saying that if you gave the select worm a delay of 255, it wouldn't appear in crates. This seemed to work, but then I tried to do the same thing with the nuke and girder pack to make a shoppa scheme. But, alas, they still appeared, and so did the worm select. So I don't think it works at all.

franpa
10 May 2007, 14:31
i've tried 127 and 256, so i think that the game itself has a limit not related to the format the value is stored in.....

Melon
10 May 2007, 14:44
Well the value itself has no merit, the idea was that a weapon will not fall if it has a delay assigned to it, and will only fall once that delay has finished, so by assigning it 255, it won't fall for the first 255 turn cycles, which effectively removes it from the game as you'll never have a game that long.

Of course, worm select and the super weapons don't appear in crates using the standard rules, and so this probably won't work for them. It should work for the standard weapons though.

Etho
10 May 2007, 16:41
The 255 delay thing was something I heard from somebody else. I tested it recently too, and it doesn't seem to work. I think the trick is to set the weapon's ammo to infinite and its delay to maximum (255 I think). This should prevent it from appearing in crates. However, I still don't think this trick will work with worm select.

franpa
11 May 2007, 10:47
im well aware of worm select and that it can't be removed, i would find worm select better then a weapon that is illegal in the specified game. (whats the point in getting what you can't use?)

I'll look into it.

double damage also only appears to last a single turn... and ETHO your scheme eddy 2 program has a bug oO, the turn timer is off by 1 second... i opened my wxw scheme and it reported it as 29 seconds, i adjusted it to 30 and saved it and now i start with 31 seconds.

Melon
11 May 2007, 10:51
If you're worried about people picking up super weapons that you don't want them to use, your best bet for now would be to disable all super weapons. Although I'm sure you already knew that.... You can further reduce the chances of Worm Select appearing by increasing the crate chance of your standard weapons beyond the standard limit.

franpa
11 May 2007, 10:54
i dont care about increasing the chances of worm select, so long as i dont have tho's weapons appearing in crates, since it removes the possibility of idiots using them for laughs.

Melon
11 May 2007, 15:27
The 255 delay thing was something I heard from somebody else. I tested it recently too, and it doesn't seem to work. I think the trick is to set the weapon's ammo to infinite and its delay to maximum (255 I think). This should prevent it from appearing in crates. However, I still don't think this trick will work with worm select.

This appears to work. Try the attached scheme, which should be what you are looking for. I couldn't tell if Worm Select doesn't show up, but the other super weapons appear not to. However, it seems that if a super weapon wants to fall, but I've set it's ammo and delay to infinite, you just miss out on getting a super weapon, so you can spend a while before a super weapon shows up. (It took me 15 minutes on one test.) Let me know if the Girder Pack, nuke, or suicide bomber show up at all, as I never encountered them.

franpa
11 May 2007, 15:41
yes etho, set turn time to 30, save it then load it and it will be 1 second higher then what it should be.

i will check this crate logic out ;P if it works then great !

Etho
11 May 2007, 16:44
Damage x2 can only last for 1 turn in W:A because of the way the game reads the scheme. WWP allows you to set how many turns you want it on for. You can even set it to infinite. I think there is a comment about this in the scheme debugger and in the readme.

I checked out the turn time thing and I am not having any problems with it. I think maybe you are double clicking to load the scheme and 1 of the clicks is getting transfered to the turn timer image. This would add 1 to it.

Let me know if that crate trick works and if you guys come across any other problems.

Melon
12 May 2007, 17:14
Just so you all know, setting the ammo of the super weapon to infinate and it's delay to 255 does not work. I was testing it some more, and the game decided to mock me by giving me both a suicide bomber and nuclear test in one match. So there is no way at all to remove a particular super weapon from crates, well, not a way I can think of anyway.

Etho
12 May 2007, 18:40
That's too bad. But at least, it prevents a player from using a super weapon that he shouldn't use... right?

Melon
12 May 2007, 18:41
That's true. The superweapons were still delayed and couldn't be used, so that's a plus.

franpa
13 May 2007, 00:47
im sure ive done that before, do that to the girder pack and keep using it ;P eventually it will either leave infinite delay status and/or you wont have infinite girder packs left over.

i know ive tested this ages ago...

i do know it is possible to put stuff on infinite delay or at least mimick it... but i could never get it to stick for more or less 10 or so turns.

Seita
14 May 2007, 12:12
I thought there was a way to avoid including superweapons in the scheme, by simply unchecking a box.

Melon
14 May 2007, 12:17
Well, yeah. But that removes all of them. We were wondering if it was possible to only remove specific ones.

franpa
14 May 2007, 12:29
and it certainly does look like it works, tho not setting the ammo to infinite yields the weapons becoming availible after time passes.

SilPho
16 May 2007, 09:51
To avoid them being in crates, could you not give the teams an infinite number of them but set the delay to 255.

franpa
16 May 2007, 11:06
Just so you all know, setting the ammo of the super weapon to infinate and it's delay to 255 does not work. I was testing it some more, and the game decided to mock me by giving me both a suicide bomber and nuclear test in one match. So there is no way at all to remove a particular super weapon from crates, well, not a way I can think of anyway.

That's too bad. But at least, it prevents a player from using a super weapon that he shouldn't use... right?

That's true. The superweapons were still delayed and couldn't be used, so that's a plus.

To avoid them being in crates, could you not give the teams an infinite number of them but set the delay to 255.

er, :rolleyes:

SilPho
17 May 2007, 21:28
...oops. Ok fair point.