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Ombodi77
1 Jan 2009, 13:33
Hello All!

I have a short question :)
How can I skip my 2nd shot with ShotGun, like sometimes the CPU skip?

It's just important, because It could makes me faster is MultiShot BoomRace.

/Sorry, for poor English

KRD
1 Jan 2009, 13:47
Can't be done if you're a mere human, I'm afraid. :p

franpa
1 Jan 2009, 14:25
Shoot, then press alt-f4 ^^" you will only shoot one bullet.

Alien King
1 Jan 2009, 14:51
Shoot, then press alt-f4 ^^" you will only shoot one bullet.

Helpful advice, the likes of which you should be shot for.

Best bet is just to fire off your second shot as fast as you can - it'd probably be just as quick as any skip go method.

lDarKl
1 Jan 2009, 15:12
It still costs him time because the timer won't stop while shooting the shotgun.

I can't think of a solution either.. I guess you gotta bear with it. :)

CyberShadow
1 Jan 2009, 17:57
The timer does stop when shooting the Shotgun. Just start holding down Space a bit before the timer starts running again, and you shouldn't waste any time between shots.

lDarKl
2 Jan 2009, 03:25
He's talking about a Rubberworm Battle Race tournament (http://wormolympics.com/tournaments/show/61) which features the "shot doesn't pause timer" option. :) So I stick to my words, I don't think it's possible to not lose time for the 2nd shotgun shot.

Deadcode
13 Jan 2009, 21:53
The Training missions have a flag called "Turn End Finishes Game" enabled. If this and "Weapons Don't End Turn" are both enabled, the game automatically sets the Shotgun and Longbow to have only 1 shot. This should probably be done any time "Weapons Don't End Turn" is enabled, not only if it's combined with the other option!

Melon
13 Jan 2009, 22:00
This should probably be done any time "Weapons Don't End Turn" is enabled, not only if it's combined with the other option!
But what happens if the number of shotguns you have is limited? (I know this might not seem like a common situation, but still possible.) Would you run out of ammo twice as quickly?

Deadcode
14 Jan 2009, 02:33
But what happens if the number of shotguns you have is limited? (I know this might not seem like a common situation, but still possible.) Would you run out of ammo twice as quickly?

Good point. Simply doubling the Shotgun and Longbow ammo at the beginning of the game wouldn't be enough either, because crates would still carry "half as much".

So perhaps a better solution would be to allow weapon reselection after the first Shotgun/Longbow shot in "Weapons Don't End Turn" mode. Perhaps even allow you to redeem your 2nd shot — e.g., fire one Shotgun shot, switch to Bazooka, fire, switch back to Shotgun, fire your 2nd shot and use only 1 Shotgun ammo unit; if your turn ends before you fire the 2nd shot, it'd subtract the 1 ammo unit anyway.

Run
14 Jan 2009, 06:59
either that or enable editable crate contents - 2 Longbows in a crate would solve it nicely

*wink wink nudge nudge nudge wink kick*

bonz
14 Jan 2009, 08:55
either that or enable editable crate contents - 2 Longbows in a crate would solve it nicely

*wink wink nudge nudge nudge wink kick*
Edible crate contents.
Marvellous idea!

franpa
14 Jan 2009, 10:10
Edible
mmmm tastey crates.... :)

editable crates is good, and should have been implented eons ago, simply because Worms 2 already had it!

Shirdel
14 Jan 2009, 13:13
Well, later on, you might as well allow people to end their turns after shooting one shot in the next update.
In the meantime, I guess you're just going to have to put up with it. But I thought 3.6.29.0 didn't work with wkRubberworm? Or has the new update allowed it to?

franpa
14 Jan 2009, 14:00
uh, you NEED the latest update to use the newest rubberworm...

You could just allow the player to press F12 and access the Skip Go function after using 1 shot.

Balee
20 Jan 2009, 16:22
Or you can disable "firing doesnt pause timer" mode, and then the timer willl... pause! :eek: I'd recommend this in future RW BoomRace tourneys too.

;)