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 Post subject: Highlander (strategic) (last updated 12/9/13) (V.1.9.2)
PostPosted: Fri Aug 31, 2012 6:35 am 
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This is scheme was coded by Zed, credit goes to him. Highlander was thought up by the "Hedgewars" community but that was also based off a old chess variant and a movie , so thanks to them.

This is the (Strategic) variation of highlander where weapons have been carefully selected by tests on wormnet.

HIGHLANDER

All Worms have their own arsenal of weapons. They start with a random weapon and one utility or mode of transport. Weapons are not shared among the team.

When a worm is killed (friend or foe), that worms weapons will become part of the killers arsenal to use in the same turn and all consecutive turns. The ammo renews each turn to 1 for all weapons in the personal arsenal. (Shoot does not end turn)

Try to make chain kills to further strengthen your worm.

Aiming for worms who have collected allot of weapons will give you a bigger yield of weapons after they are taken down.


There can be only one!!!
Image



>>>http://www.sendspace.com/file/3dyo9h<<<

^^^^^^^^^^^^^^^^DOWNLOAD^^^^^^^^^^^^^^^^

UPDATES

V.1.1
Fiery Whisps removed
Sniper Rifle added (Thanks Zed)
Uzi Removed
TweakMoves (bungee n Rope) added (Thanks Curtis)
better arrangement of F keys
Only 2 kamikaze ammo per team XD

V.1.2
Bulldozer added

V.1.3
Fiery Grenade removed (over redundant)
Skunk now does 40 damage lol.

V.1.4
implemented twicken weapon updates
sniper rifle damage reduced, bees improved

V.1.5
Steps's Helicopter added
Steps's Invincibility added
Mad Cow added
Steps's Super drill replaced normal drill
Pyroman's new SFX added
All libraries updated as of the 4th of december 2012
Bulldozer taken out due to serious glitch (im trying to fix)

1.6
invincibility taken out
Fkeys optimised (heli is utility, autoshotgun is on f3 again)
Burst Rifle added
Mail strike added
Portal Gun added
K kazi gliderer taken out
pogo sheep re added
Burning Sheep launcher added

V 1.7
Pyroman's Portal gun 2 implemented
Curtis's final library and sprite fixes added.

V 1.8
bulldozer added
weather added
variable wind added
turnside added

V1.9
Pyro's Nuke Rocket Added
Pyro's Chilli Bomb added
Skunk replaced (out of table space)
Automatic shotgun removed
variable wind removed
weather removed (i personally like the sun, re enable if you want weather)

V1.9.1
Tazer replaced with electric grenade
longbow damage doubled
RESOLVED MISSING LIB ISSUES!
there was a few libs that were connected to others that i hadn't included.. now fixed.

V1.9.2
Pyroman's sprite builder libs included and implemented.
Now using helicopter with sound.
Pyroman's new portal gun update. (portal gun does not have infinite shots anymore, and if a shot is missed the ammo is not consumed.)
Pyroman's weapons and twicken's weapons have improved sprites, using sprite builder. overall size of scheme reduced.
Now using pyroman's sfx without bubbles. (i think it looks nicer.)

Future updates
Pyroman's prototype weapons.
Need a script overhaul to allow team play.
MORE WEAPONS!!!

Currently team play is not functional. but 1v1v1v1v1v1v1 works fine and anything in between

Weapons always will have 1 ammo at the start of the turn, even if 2 weapons of the same kind were obtained in the previous turn


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Last edited by Twicken on Thu Sep 12, 2013 7:03 am, edited 61 times in total.

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 Post subject: Re: Kill and steal scheme.. is it possible?
PostPosted: Fri Aug 31, 2012 12:08 pm 
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Joined: Fri Oct 16, 2009 3:26 pm
Posts: 155
Its relatively easy to do with 1 worm in each team (i already made it for fun, in attach), but much harder to do with several worms with unique weapons each, and in one team. Maybe ill do it sometime.. Not sure

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Last edited by Zed on Thu Sep 20, 2012 4:26 pm, edited 1 time in total.

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 Post subject: Re: Kill and steal scheme.. is it possible?
PostPosted: Fri Aug 31, 2012 1:07 pm 
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wow dude, your ze man! very nice script indeed, i think it has well good potential :) its 100% perfect besides the fact you can only use 1 worm in each team. kudos, i hope you keep working on it :lol:

i like how easy it is to customize the weapons in the script, im a noob and can do it (armageddon is in there heheh).

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 Post subject: Re: Kill and steal scheme.. is it possible?
PostPosted: Fri Aug 31, 2012 2:26 pm 
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Twicken wrote:
the fact you can only use 1 worm in each team

weapons are held inside the whole team. it's almost impossible for each worm to have his own weapon (given the fact that it's not their turn), except storing values which is a lot of useless work


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 Post subject: Re: Kill and steal scheme.. is it possible?
PostPosted: Fri Aug 31, 2012 4:52 pm 
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storing values FTW !

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 Post subject: Re: Kill and steal scheme.. is it possible?
PostPosted: Fri Aug 31, 2012 5:49 pm 
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Twicken wrote:
storing values FTW !

no, it will not work, it's useless and will make many bugs, cheaters and other shit.
forget it :x


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 Post subject: Re: Kill and steal scheme.. is it possible?
PostPosted: Sat Sep 01, 2012 1:29 am 
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It feels like there would be another tactic to achieving this. then again i cant code, so if you say so.

keep it crafty

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 Post subject: Re: Kill and steal scheme.. is it possible?
PostPosted: Sat Sep 01, 2012 3:08 am 
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Joined: Fri Oct 16, 2009 3:26 pm
Posts: 155
Yay i did it. Well it was not that hard as i thought, after i slept :D
Didnt test it much, hope it will work well.
Archive in attach.
PXScheme is just ZeroAllWeapons scheme with highlander2 lib included so you can use it with any normal scheme without the need to remove weapons manually.
Lib doesnt has instant utilities, because i dont remember how to make them usable by will. Ill add them later.
Ah and it has same bug as in TF2 - if ure using select worm or instant select at the start (actually instant select doesnt work at all), you should not press TAB when your weapon table is open, or it will not refresh. Also it doesnt recommended to look at your weapon table when you are stealing weapons, or possibly it will not refresh as well. Entuser should add possibility to refresh weapon table D:

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Last edited by Zed on Thu Sep 20, 2012 4:26 pm, edited 1 time in total.

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 Post subject: Re: Kill and steal scheme.. is it possible?
PostPosted: Sat Sep 01, 2012 6:44 am 
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yeaeaeaeaeaeh! thanks Zed, this scheme is epic

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 Post subject: Re: Kill and steal scheme.. is it possible?
PostPosted: Sat Sep 01, 2012 10:02 am 
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I have not found 1 glitch yet. worm swap does not work thats true, but this scheme is better without it in my opinion.

I have one issue however. ive been trying to add new weapons from librarys into the scheme and script. it functions however in game i get errors when i steal weapons or switch to another worm, this only happens sometimes. this is the error message.

{EDIT}

Never mind i figured out what was wrong! time to play :)))

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