Commit Graph

20 Commits

Author SHA1 Message Date
Bjorn Neergaard 99e5764719 Refactor pizza_bomb, tweak pizza_bomb sprites
Thanks to @WJohn for the pizza bomb core sprites, and updated pizza box sprites

Removes the pizza_bomb and replaces it with pizzabox/bomb. Adds a special bomb core
for pizza bombs (a pizza bomb core can be used on pizza boxes and regular bombs, but
regular bomb cores cannotbe used for pizza bombs), and tweaks wire code a little bit.
2016-01-22 19:22:11 -06:00
c0 72c6daef8b Fastfix 2015-08-31 10:16:34 +03:00
GunHog aa59485a58 Positronic Brains!
-Adds positronic brains
- Fixes a runtime in mechs for pilots without DNA
2015-04-24 09:23:20 -05:00
Jordie0608 93f46d186a Fixes energy guns, coins and syndiebombs not having icons in map editor 2014-10-14 01:16:15 +11:00
Incoming e3cf67ee72 Adds New Bomb/Bomb Cores + A BIG bomb bugfix
Adds a training bomb that doesn't explode but rather lets you know it would have exploded. Upon detonation or defusal it will give you your current score and rescramble the wires for another go. It should probably be added to the map somewhere in a pull that follows this.

Adds a badmin bomb that lets you summon in a number of whatever you want with var editing, it defaults to a single cookie.

Adds a specially skinned badmin clown bomb that summons in a 100 clowns by default. It honks!

Fixes a HUGE bug where, thanks to machinery automatically adding themselves to processing, bombs were ticking down two seconds at a time. This does mean that all bombs are now "nerfed" to twice the time it took before. Whether this is a good thing or should result in the timer going "back" to 30 seconds to keep the timing consistant is an open quesion.
2014-01-05 20:23:38 -05:00
Incoming e428e04787 Adds sprites for the detonator and the bomb core
Fixes some punctuation
2013-11-24 17:35:31 -05:00
Miauw 492c79974d MMI's no longer magically transmute alien brains into normal brains. Cleaned up the code a bit. 2013-09-28 15:59:02 +02:00
incoming 3cfc4c6203 *Fixed a few errors in the sprites and gave the syndicate bomb unique inhands (thanks again to teh_wolf)
*Added isliving and in_range checks to settings() so you couldn't open the dialog boxes, run across the station, then prime the bomb from there
*Default timer setting has been raised to 60 seconds, minimum timer setting has been raised to 30 seconds
2013-06-08 13:47:17 -04:00
incoming f4f743e0a9 Adds the Syndicate Minibomb and Syndicate Bomb to traitor PDAs
The minibomb is based on grenade code with a blast radius of 1,2,4 and is found in syndieminibomb.dm. This is the same power as the default tank transfer bombs spawned on the syndicate shuttle.
It features new sprites by teh_wolf and existing inhands (the default grenade) and is a tiny item.
As a result of introducing an explosive grenade, grenade priming are now logged.
Its crystal cost has tentatively been set at 3.
---
The Syndicate Bomb is all new code contained in explosives.dm with additional wires code at syndicatebomb.dm. It does not make use of any tank transfer valve or grenade code.
The bomb has a blast radius of 2,5,11. This is the same power as the tank transfer bombs in the syndicate shuttle if they are boosted with oxygen.
It features new sprites by teh_wolf and existing inhands (currently using “electronic”) and is a bulky item.
The bomb is set by touching it in your hand or touching it on the ground if it has been wrenched down, allowing first to set a timer (min 10 seconds) and then giving an option to start the countdown. When the bomb is activated it states so to everyone within sight of it, giving a time to detonation in the process.
The bomb can optionally be wrenched to solid ground to foil would be spacers. When the bomb is set to countdown the bolts lock in, and cannot be removed by wrench alone.
The bomb includes a robust wires system for pulse pounding defusal attempts. Once a bomb starts ticking using the wires is the only way to stop it (it is not immune to del of course, but is unacidable).
The wires are as follows:
*Boom: Will detonate the bomb if cut/pulsed while the bomb is live, but will defuse the bomb on cut when it's not timing. Mending this wire is the only way to make a defused bomb potent again.
*Unbolt:  If the bomb has been locked to the floor cutting this will free it. Pulsing will hint at its function
*Delay:  Adds time (+10) to the timer when pulsed (it does not matter if the bomb is live or not). No function on cut.
*Proceed: Lowers the time when pulsed. If the timer is above 60 it will set it to 60, if it’s between 60 and 21 it will reduce the timer by 10, if it’s between 20 and 11 it will set the timer to 10. This will detonate the bomb when cut if it's timing. Note that this makes randomly cutting more dangerous than pulsing as there’s twice the number of wires that will explode.
*Activate: This will activate the timer if pulsed when the bomb is not timing, or will stop and defuse the bomb if it's cut while it IS timing. Pulsing it on an active bomb will hint at its function and add a little time (+5).
All syndicate bomb primings are logged.
Its crystal cost has tentatively been set at 5.
---
Misc
The “screwed” traitor uplink kit has had its tank transfer bombs replaced with one of each of these two bombs.
2013-06-07 21:39:56 -04:00
d_h2005@yahoo.com 15e001d19d New sprites for electropacks. Readds transparent-case PDAs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5067 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-14 22:22:22 +00:00
petethegoat@gmail.com cfd59cf0a2 Last update to transfer valves. :s
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3670 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 17:15:11 +00:00
petethegoat@gmail.com 9df6bb5009 Added placeholder icons for jetpacks, and further simplified the transfer valve update_icon().
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3668 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 17:05:00 +00:00
petethegoat@gmail.com 0d5418df4e Added new transfer valve assembly sprites from Baystation 12, and made the transfer valve update_icon() a lot simpler and more robust.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3666 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 16:45:26 +00:00
mport2004@gmail.com 6980602e24 General:
Flamethrower construction code cleaned up.
Signalers on doors should work fine now.
Changelog Updated.

Weapons:
Xbow radiation has been lowered from 100 to 20 and it has a 5% chance to do no rad damage

Admin:
Attempted to clean up the code a bit
Commands Removed/CommentedOut:
air_status,  radio_report,  toggletintedweldhelmets, modifytemperature, givetestverbs, restartcontroller, fix_next_move, Cell
Renamed: 
edit_memory - show_traitor_panel
un\stealthadmin - show/hide_verbs

Cargo:
Engineering crates cost 10 and contain: 1 mechanical toolbox, 1 electrical toolbox, 1 glove, 1 toolbelt, 1 vest, and 1 hard hat.
PowerCell crates cost 10 and contain: 1 electrical toolbox, 2 wire coils, 2 power cells, and 1 high power cell.
Water/Fuel tank crates cost 15 and contain: 1 water tank and 1 fuel tank.

Cyborg:
Fixed the open cover icons
To override a cyborg's laws you must emag it when the cover is open
Emags can now unlock the cover

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1995 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-09 06:21:57 +00:00
n3ophyt3@gmail.com 60731fd647 Part two of MMI update: you can now beat on them to damage and/or kill the brain within. Health analyzers can check the health of the brain. I haven't tested, but theoretically bruise packs and ointment can be applied to heal it.
It is currently impossible to apply reagents to the MMIbrain, nor can it be placed into anything yet.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1294 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-27 22:17:04 +00:00
n3ophyt3@gmail.com 87621d59a9 Started work on a man-machine interface for use in cyborg/AI creation (and possibly mecha piloting), instead of straight brain usage. Currently, the MMI is adminspawn-only, and all you can do is slap a brain into it, Allowing the brain's owner to talk at you. Currently, an MMIbrain is entirely immortal. I'm pretty sure they'd also count as being alive for traitor targets currently, so admins, don't go all crazy on sticking guys into these until they're more functional.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1292 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-27 17:08:17 +00:00
cagerrin@gmail.com 065f6e7595 Intake sprite for AtomicTroop's project, fix for stock_parts.dmi frame sprites, braincase sprites for mind/mecha interface.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1055 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-18 02:46:56 +00:00
n3ophyt3@gmail.com 2b33e966d1 Bugfixes for those explodies I made for noize
You can now only plant them on items you are next to
  The item has to stay within one tile of you during the entire process
  You can no longer plant them on shuttle or unsimulated turfs, as these are apparently not meant to ever be damaged in any way short of a badmin using the Delete verb

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@674 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-20 00:20:15 +00:00
noisomehollow@lycos.com 1a5a2ba826 More updates to death commandos. Their shuttle should now work, along with other fixes. They are complete at this time.
Updated icons for plastic explosives.
Replaced one of the Construction sites with a Xenobiology lab on request. It is a temporary location and is mostly for roleplay. There will NOT be a job associated with it.
Added Barhandar's updated shieldgen stuff.
Copied icons to stationobjs.dmi for future shieldgen update.
Misc changes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@666 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-19 02:39:56 +00:00
only.lurking 662c08272a git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2 316c924e-a436-60f5-8080-3fe189b3f50e 2010-08-23 14:29:20 +00:00