[WA3/OpenWA] Dual Player Glitch (Level Ideas/Tutorial)
Posted: Fri Jun 17, 2022 12:54 pm
Before few days I've been tinkering with WA3, More specifically Beta2 code, (addition of Command 41/42) And I realized something hilarious
You can dupe the player, which causes some really strange effects. It will create a decoy player.
With that following, I tried some adventures in POTZ, and I managed to beat two of them
https://www.youtube.com/watch?v=kWgroBU ... l=nasko222
https://www.youtube.com/watch?v=RTZhZPe ... l=nasko222
So today, I decided to see if the glitch works on OpenWA, and it does.
So here's my tutorial how to create it.
1. Make sure 1; 1 is free (For flash magic, and to prevent model crashing stuff that sometimes happens)
2. Place CMD 7 at 2; 2, That points to the start of the adventure for the decoy player. Note that if you don't use CMD 7 and use CMD 41 straightforward, the game will crash in a bit.
3. At the start of the adventure, set the CMD 41 to the second player starting point, that will be your main player
4. Note that in game, the decoy player will only have the player's preferred accessory and shadow, until saving-loading the game, which makes both players get the full model and accessory
How to control the decoy player:
Pressing and releasing quickly WASD/Arrow keys
Pressing and releasing quickly some tile with the mouse left click
How to control the main player:
Holding WASD/Arrow keys
Holding some tile with mouse click.
Some other funny tips:
* All spellballs that are shot, are shooted by the decoy player.
* The decoy player will always start to walk first, unless it can't walk in a tile relative to it's position
If any of the two players is frozen, there will be no cooldown for spellball shooting until it unfreezes. You can still move while one of the players is frozen. Also if the decoy player is frozen, the spellballs will be shot from the main player for short amount of time.
* If the decoy player dies, the main player has like 5 seconds to beat the game/leave the area until game over fadeout is triggered.
* The decoy player cannot pick up any items / charge gloves.
* The decoy player can press buttons.
* If you leave the area , the decoy player will despawn completely.
* A spellball shot from the decoy player can go 32 tiles.
* The main player collides with the decoy player and vice versa
* Wee stinkers and baby boomers only follow the main player
* The decoy player is ignored by zapbots, and they even collide with him, but if the decoy player tries to walk in a zapbot will get killed
* Chompers only follow the main player, but they can chomp the decoy player
* The decoy player ignores Dest Arrows but can step on Command 7
And probably a lot more...
Here's a test adventure you can try out and borrow the mechanism too.
You can dupe the player, which causes some really strange effects. It will create a decoy player.
With that following, I tried some adventures in POTZ, and I managed to beat two of them
https://www.youtube.com/watch?v=kWgroBU ... l=nasko222
https://www.youtube.com/watch?v=RTZhZPe ... l=nasko222
So today, I decided to see if the glitch works on OpenWA, and it does.
So here's my tutorial how to create it.
1. Make sure 1; 1 is free (For flash magic, and to prevent model crashing stuff that sometimes happens)
2. Place CMD 7 at 2; 2, That points to the start of the adventure for the decoy player. Note that if you don't use CMD 7 and use CMD 41 straightforward, the game will crash in a bit.
3. At the start of the adventure, set the CMD 41 to the second player starting point, that will be your main player
4. Note that in game, the decoy player will only have the player's preferred accessory and shadow, until saving-loading the game, which makes both players get the full model and accessory
How to control the decoy player:
Pressing and releasing quickly WASD/Arrow keys
Pressing and releasing quickly some tile with the mouse left click
How to control the main player:
Holding WASD/Arrow keys
Holding some tile with mouse click.
Some other funny tips:
* All spellballs that are shot, are shooted by the decoy player.
* The decoy player will always start to walk first, unless it can't walk in a tile relative to it's position
If any of the two players is frozen, there will be no cooldown for spellball shooting until it unfreezes. You can still move while one of the players is frozen. Also if the decoy player is frozen, the spellballs will be shot from the main player for short amount of time.
* If the decoy player dies, the main player has like 5 seconds to beat the game/leave the area until game over fadeout is triggered.
* The decoy player cannot pick up any items / charge gloves.
* The decoy player can press buttons.
* If you leave the area , the decoy player will despawn completely.
* A spellball shot from the decoy player can go 32 tiles.
* The main player collides with the decoy player and vice versa
* Wee stinkers and baby boomers only follow the main player
* The decoy player is ignored by zapbots, and they even collide with him, but if the decoy player tries to walk in a zapbot will get killed
* Chompers only follow the main player, but they can chomp the decoy player
* The decoy player ignores Dest Arrows but can step on Command 7
And probably a lot more...
Here's a test adventure you can try out and borrow the mechanism too.
