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 Post subject: Killburns magnets
PostPosted: Mon Feb 11, 2013 3:59 pm 
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Joined: Mon Nov 19, 2012 6:25 pm
Posts: 6
When I tested it at least crazy cows did repel when using a repel magnet.

I was wondering if it is possible to make the electromagnets only work for anorganic weapons and not organic weapons (animals, petrol bomb, mail strike and perhaps Mike's carpet bombs).

Thanks for answering. And, well, if yes, my next question would be how do I do it? If, it hasn't been fixed already by someone.


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 Post subject: Re: Killburns magnets
PostPosted: Tue Feb 12, 2013 7:35 am 
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Joined: Sat Nov 27, 2010 12:59 pm
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Guestleader wrote:
anorganic weapons and not organic weapons (animals, petrol bomb, mail strike and perhaps Mike's carpet bombs).

there is no such definition. these weapons are all CMissiles. Animals only have "roaming" flag which can differ them, but anything else, like petrol bomb and grenade, is of exactly same class.
I think it's like this even in Worms Reloaded.


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 Post subject: Re: Killburns magnets
PostPosted: Tue Feb 12, 2013 10:57 am 
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Joined: Mon Nov 19, 2012 6:25 pm
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StepS wrote:
Guestleader wrote:
anorganic weapons and not organic weapons (animals, petrol bomb, mail strike and perhaps Mike's carpet bombs).

there is no such definition. these weapons are all CMissiles. Animals only have "roaming" flag which can differ them, but anything else, like petrol bomb and grenade, is of exactly same class.
I think it's like this even in Worms Reloaded.


Thanks for the reply!

I wasn't implying though there was, but I can understand you thought so.

So, can you make the magnet ignore a class or better individual weapons?


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