- All combat mechs now start with a tracking beacon pre-installed.
Tracking beacons no longer self-destruct when EMPing a mech from the console.
Tracking beacons now do an EMP_HEAVY instead of an EMP_LIGHT.
Taking any EMP damage now disables mech equipment/weapons for three seconds (refreshes on further - EMP damage, does not stack). During this time, if the user is in a combat mech, their mouse circle changes from green to red, and an error message from the mech is given to the pilot. At the end of the duration, the mouse swaps back to green and a sound beep is played.
Why It's Good For The Game
Adds some counter-play against mechs without making them nearly impossible to build. Hostile mechs can, of course, remove the console, but this is an obviously deliberate action, and more consoles can be created by printing the boards from any of the three circuit imprinters. Additionally, the weapons disable time means that fighting one with an ion rifle is a lot less dangerous if you can get a shot in before getting killed.
Non-combat mechs are not automatically beacon'd to allow traitor roboticists a workaround in the form of the Hidden Weapons Bay. They do, however, still temporarily lose use of their equipment when getting ion'd/EMP'd.
Changelog
cl
balance: Utility mechs no longer automatically get beacons.
balance: Tracking beacons no longer delete themselves when EMPing a mech, and instead have a ten-second cooldown in-between EMPs. They also now do heavy EMP damage rather than light.
balance: Mechs that take EMP damage lose the use of their weapons and equipment temporarily. Movement and abilities are not effected.
balance: Mechs taking EMP damage no longer roll for a random malfunction.
/cl
I'm not done with mechs yet, I have plans for changing how weapons work (specifically physical projectile weapons). But this is a good starting place, and hopefully makes rogue mechs less of a pain in the ass while not restricting their creation and use against blobs/xenos/whatever.
* mechs have exit times, sleep pilot on death
* fixes edge case on mech destruction
* Revert "Update code/game/mecha/mecha.dm"
This reverts commit a4c466f3ab157ebbd6beb336d2851eccfa9753d3.
* Update code/game/mecha/mecha.dm
Co-Authored-By: py01 <pyronetics01@gmail.com>
* trying to fix giant diff
* Update mecha.dm
* readds changes to mecha.dm
* Bunches of changes
Indeed, a whole barrel full
* Update ripley.dm
* Update mecha.dm
* Update ripley.dm
* Glad I'm testing this
* herpaderp
* Ripley MK-I to MK-II upgrade
text goes here. Also fixed the pressure comments for step_in.
* Various things.
* First pass at fire
also, sanity checks and reorganizations
* Drop fire stacks to 5, max
* bug fixes
* A few contruction sprite tweaks
* Some changes
DNA lock is kept during conversion
Maint_access setting is kept during conversion
Name is kept if it is not the default MK-I name
Typo 'enviroment' fixed
* Requested changes
* requested changes
* This is not my bug, but I will fix it
If the mech's radio is destroyed, it no longer run-times and breaks the view status popout.
* Summary (required)
* Indent-driven if statements are stupid
* Found the plus key
* Centered mech sprites
noticed the side view sprites were a pixel off.
* update_icon changes
* thing
* Scope locate calls which are immediately checked against a list
* Remove silly use of locate from bible Topic
* Scope various locate calls (needs testing)
* More WIP
* Buff up lightswitches while we're here
* Tidy record browsing code
* Scope a few more locates
These have caused problems in the past (#41917, #39303). Continues #29349.
Also cleans up lightswitch code while I was already touching it.
I recommend a testmerge.
- Fixed exosuit console showing some code by accident.
- Restored the ability to send EMP pulses via the exosuit console
- Fixed tracking beacons being added to mechas located at ruins allowing you to
metagame their spawning.
- Fixed exosuit consoles presenting some values via scientific notation (ie
pressure being 3.258e-5)
* Overhaul mecha logging
Removes user access to the log, not needed and that log can get large
removes all the internal log vars and passes all logging through to a
new log file, the mecha log
* somehow this makes it compile
* add it to the config too
* On Harm intent causes damage
* Doesnt push people away when attacking them in harm intent
* removed emtpy line
* Revert "removed emtpy line"
This reverts commit 992bd05631f4d8d1b6a6aa851cd35137c4e94c73.
* Now rips both arms off
Unless only the left arm is missing, in which case nothing happens and im not sure why. If the right arm is missing though the left arm is still ripped off.
* Fixes issues with null values and such
added if statements that check if the affected limbs are null. Also added the attack to the logs.
* Makes a "proper" version of the death clamp
Creates a "proper" version of the death clamp that causes damage. Also added a "proper" version of the Death Ripley that includes said death clamp.
* ShizCalev's change requests
-Uses TRUE instead of 1.
-Used less stupid naming conventions and made the objects improper nouns (why did I even make them proper?)
-Gives a detailed log of which limbs were dismembered
* Cyberboss's requested changes
-Moved variable declaration
-Playsound changed
-Added equipment.Cut() to initialization
add: Amount of goliath plates is now shown in examine for explorer suits and mining hardsuits.
I was peeved by being unable to tell whether the armour is upgraded or not except by trying to stick more plates on it.
I think a more correct way would be to add a plate amount var to these items similarly to APLU plating and then have description mention their amount and, for added transparency, that it's possible to improve it if there's 0 plates.
Please point the errors/wrongs in it, since "current armour value minus constant divided by value each plate adds" is rather clunky code.
* Ore Stacking
* honk
* honk
* component memes
* honk2
* fix overlay off-by-1, sheet singular names
* Give the ores more descriptive names since sheets also have
* whoops debug memes
* atom editor memes
* fixes
* snowdin fix
* big batch of loc assignments
* Update emergency.dm
* Update spiders.dm
* Update parrot.dm
* Update ripley.dm
* Update firealarm.dm
* seems to work
* this maybe works?
* brainmemes, again
* stuff
* fix brainmob, camera runtimes
* Revert "all this wrapping and it's not even christmas (#33035)"
This reverts commit faaf151580.
* Revert "fuck me for forgetting to graph this one"
This reverts commit 45d7acea2f.
* Revert "defines math"
This reverts commit 2817a1737b.
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.
I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.
Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
* Overlay queuing
* Fix SS flags
* Don't copy on assignment
* Flags processing
* Fix icon_smoothing
* MSO's helper proc
* Legacy detection
* Make it work
* Fixes shitcode
* Fix the flag
* |= -> +=
* OK, how did I fuck that up?
* shitcode
* Conditional assoc queue while initializing
* Cleanup everything
* Orange meme
* This isn't perfect, but its the best byond will give us.
* forgot about dir
* oh ya
* This was litterally the last thing i did last night before heading to bed
You can tell can't you?
* Fixes various shit
* Let's not ever pause
* Fix the flag
* Cleaned up some missing shit. Added image dummys
* Remove the one usage of FPRINT
* Jesus get rid of this
* Fixes mmis not working properly with mechas
* Removes a debug message left out and moves the occupant var to carbon again
* Removes yet another world message
* When any object is hit by an explosion, we no longer always call ex_act() on all its contents indiscriminately.
The default contents_explosion() does nothing and it's overriden for certain objects only like storage items, machines with occupants, mechs.
I've also overriden handle_atom_del() for many objects so that any sudden deletion of an object referenced in an object var of its container properly nullifies such references, avoiding potential runtime and updating the container's icon_state (e.g. admin-delete a mixer's beaker and the mixer's sprite updates immediately).
I've tweaked bomb effect on worn clothes, having some armor but not 100% now still protects your clothes somewhat.
Fixes some arguments of ex_act in living/ex_act() and other mobs.
* derp and map fixes.
* dem map fixes, man.
* More work on code that use implants, simplified now that we can use the "implants" carbon var.
* some fixes
* more typos and fixes.
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.
This PR does three things:
It makes all children of /obj/ use the same damage system.
Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
The armor categories are:
-melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
-bullet
-laser
-energy (used by projectiles like ionrifle, taser, and also by EMPs)
-bio (unused for this, only here because clothes use them when worn)
-rad (same)
-bomb (self-explanatory)
-fire (for fire damage, not for heat damage though)
-acid
For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.
It refactors acid. See #20537.
Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.
It changes some aspect of damage from fires.
All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.
It also does many minor things:
Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
I tweaked a bit how clothes shredding from bombs work.
I made a machine or structure un/anchorable with the wrench, I don't remember which object...
Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
Probably a million things I forgot.
If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review.
Introduces the resistance_flags bitflag that replaces unacidable and burn_state.
Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
- Ripley mechs are now faster.
- Standard and Firefighter Ripey mechs are faster both on station and in
lavaland/space. (low pressure)
- The Deathsquad (admin) Ripley is now faster in low pressure.
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
The firefighter ripley and the maurader mecha family are now lava proof.
Firefighters now have a better niche as the only mech available to the crew that can cross lava.
The only version of the Maurader available to players is the Mauler, and on average, nuke ops and lava will never come in contact.
Fixes not being able to resist out of an unlocked unwelded locker. Now both moving and the resist button work (except for the cardboard box).
You can no longer spam breakingout message ouf of a closet by moving while inside.
Wrapping and unwrapping a locker no longer unwelds it magically.
I refactored closet/crate/item package wrapping.
You can packagewrap belts and other storage items in which the package wrap item doesn't fit.(it does currently have the unintended side effect of giving you the "doesn't fit in X" message when wrapping there storage items though).
The dark gygax now has thrusters like the marauder, so that the nuke ops don't lose in space the mech they bought.
The gygax's leg actuator overload now uses an action button.