ModernWormfare — PvE Weapons Test

Automated Playwright run · 2026-07-22 · single-player vs AI · 10 weapons exercised · dev server on :5080

Overview

Date: 2026-07-22

Mode: SyncRoundBased (single-player vs AI)

Map: Hills · Race: Worm

Objective: Exercise each weapon individually — projectile behaviour, explosion visuals, terrain damage

Game ID: 1a334422-8882-4a52-a7b8-d5048cda8434

Arsenal tested

#WeaponPriceDamageExplosionPellets/ChildrenFuseShot
1Rocket (sidearm)∞5060px1—view
2Shotgun8025—2—view
3Sniper12045—1—view
4Minigun1408×14—14—view
5Cluster Grenade11035 + 5×2240px + 28px1 + 5150view
6Banana Bomb13050 + 6×2235px + 28px1 + 6150view
7Holy Hand Grenade2009585px1180view
8Mine704045px11800view
9Air Strike2203040px1—view
10Pistol (sidearm)∞15—1—view

Screenshots

Loadout
1. Loadout — 8 weapons purchased (3767cr remaining)
Game start
2. Game start — full arsenal in action bar (slots 1-0)
Rocket
3. Rocket — ballistic explosive, 60px crater (50 dmg)
Shotgun
4. Shotgun — 2 hitscan pellets, no terrain damage
Sniper
5. Sniper — fast single hitscan, 45 dmg, tightest spread
Minigun
6. Minigun — 14 rapid pellets, 8 dmg each
Cluster Grenade
7. Cluster Grenade — splits into 5 sub-munitions
Banana Bomb
8. Banana Bomb — 6 child fragments (most children)
Holy Hand Grenade
9. Holy Hand Grenade — 85px radius, 95 dmg (biggest blast)
Mine
10. Mine — placed on ground, proximity-triggered (1800-tick fuse)
Air Strike
11. Air Strike — sky-arrow targeting, vertical bombardment
Pistol
12. Pistol — basic sidearm, 15 dmg hitscan
Terrain damage
13. Cumulative terrain damage from all explosive weapons

Findings per weapon

1. Rocket — PASS

2. Shotgun — PASS

3. Sniper — PASS

4. Minigun — PASS

5. Cluster Grenade — PASS

6. Banana Bomb — PASS

7. Holy Hand Grenade — PASS

8. Mine — PASS

9. Air Strike — PASS

10. Pistol — PASS

Known issues found

1. Sync-mode canvas redraw quirk — NOTE (investigated, expected behaviour)

When idle (no projectile in flight), the canvas appears to show a stale frame. Investigation confirmed the canvas IS redrawn every animation frame; the “stale” appearance is expected because each redrawn frame is identical when the world is static. No fix needed.

Conclusion

All 10 weapons function correctly: projectiles fire, explosives crater terrain, hitscans deal damage without terrain deformation, and special weapons (Cluster Grenade, Banana Bomb) correctly spawn sub-munitions. Holy Hand Grenade has the largest single explosion (85px / 95dmg); Banana Bomb has the most child munitions (6). Mine and Air Strike have distinct aiming UXs. The canvas-redraw quirk was investigated and confirmed as expected behaviour.