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Everything posted by Skull132
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No. Purely because it'd be great for the one time it happens and then completely useless, anti-climatic, and not conducive to actual RPs. +1 vote for dismissal.
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An older bug, my attempts to fix it thus far have been futile. Closing thread because bug report is more applicable.
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food for thought.
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# Do not derail the thread # The usual forum rules still apply here. Not a fan of this because no other piece of hardsuit equipment does this. Also, a suit effectively gets (I forget if it explicitly needs to be) powered down in order to retract in the first place. This implies cutting power to leg actuators and letting them flop freely. Primary case is when you have items of duplicating functionality on your suit. Specifically, should ever another item with the ability to stop a fall be added, for example. The function that handles fall damage first checks through all of the possible conditions that would stop you from taking fall damage, and then halts at the first fulfilled one. In order to minimize the effect of arbitrary hierarchies created by coders writing those checks, user control is given over certain variables (ie. whether or not actuators are toggled on). // No gravity, stop falling into spess! var/area/area = get_area(src) if (istype(loc, /turf/space) || (area && !area.has_gravity)) return FALSE var/obj/item/weapon/rig/rig = get_rig() if (istype(rig)) for (var/obj/item/rig_module/actuators/A in rig.installed_modules) if (A.active && rig.check_power_cost(src, 10, A, 0)) visible_message("<span class='notice'>\The [src] lands flawlessly with \his [rig].</span>", "<span class='notice'>You hear an electric <i>*whirr*</i> right after the slam!</span>") return FALSE If ever into this series of checks is put another user controlled state, then without the user being able to toggle both of them, the decision would be arbitrary. Which is not ideal. Also, regarding the jetpack comment. Stabilization and jetpack on are two different things. Something which people often forget about. Both drain air, at different rates. And there are valid use cases for having one on but not the other (specifically space free-float or no space free-float and its effects on fuel). I chose to go with stabilization required because it fits more: it's a constant operation, as opposed to being user-input driven like the main functionality of a jetpack.
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There's actually a pragmatic reason for having them toggleable: every time they break your fall, they drain energy. To give the person more control over when they use energy, you can turn them off.
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Eh. I don't think you're really going to get any better answers by simply sitting out the final 4 days. So I've lifted the ban. I do hope you've actually understood this stuff a bit better than your phrasing goes, as otherwise this'll simply end with another antag ban. [Pro-tip: read the rules before toggling your antag stats again.]
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I'll sleep on this, but the answers provided leave me a on the fence about this. They're not bringing forth as much understanding of the spirit of the rules as I'd like, instead they lean towards just chanting what is good and what is bad. Which isn't really a great way to treat the rules: they exist for a reason, figure out that reason and rephrase it. Anyways, as said, will sleep on this and check back in about ~8 hours after I've gathered some outside opinions.
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Point one, please actually post replies from now on. It's difficult to track what you've added and what was already there with the way you're doing it now. Point two, you didn't answer my question to a level where I'd be content with it. So I'll ask more bluntly: what is wrong with saying, "They were the enemy, so I killed them," in a situation that not a already at a lethal point. Keyword: what is playing to win and why is it bad.
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Implemented in https://github.com/Aurorastation/Aurora.3/pull/3449 There's now a chance to get an alternate sprite.
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[mention]0mm0[/mention] It's about half the answer I was looking for. To get the other half, let me just direct you a little: according to da wules, what's the purpose of the antagonists on Aurora and how should they play? And how did your answer of, "They're on the opposing team, so obviously I must kill them immediately," go against that mentality?
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If you can explain to me what was wrong with the original situation, sure. To be specific, why answering, "I killed this guy because he was obviously a rev [while you were a loyalist]," is absoloutely not valid here. Specially with the context of the situation in mind (the dude had insulted a few Taj and was in solitary for some reason).
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I had a good laugh from reading this. "It opens a window that cannot be reopened," would have been the normal way to describe it. (Because that's all it does. There is no paper involved.) Anyways, the reason this is done is because people earlier complained that they missed too easily. So I made it impossible to miss unless you're intentionally wanting to. I guess this could be piped to both, but even the text interface scrolls by. Because it's a free form, we also can't use it as an objective. So you'll lose it anyways unless you make a copy of it. I guess I could also shove it into your notes.
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Aww, didn't see this until like, last night. Feedback like this is always very neat to see, and quite heart warming as well, considering the labour of love this is! Hope you have a two semesters!
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To correct you. You can know the formula. You just gotta figure it out yourself. And we may will change it if calculators ever become as prolific as they were before. So be careful who you trust.
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The ban is explicitly for your ckey, so you probably did derp around when new to the game. Since there's no other notes on the account and no dodge attempts logged, I'll lift the ban. PM me if you're still unable to connect!
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We must assemble our forces and march on Jackboot! He has grown great and powerful over the past eons, and must be put down for the sake of the greater realm! To war, my comrades!
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[Denied] TheBimmer231's spriter application
Skull132 replied to TheBimmer231's topic in Developer Applications Archives
Denied and archived. -
[Denied] Superball's spriter application, V2
Skull132 replied to Superballs's topic in Developer Applications Archives
Ded due to inactivity again. Weeee. -
> All combat items. sighs I will say this one last time. There is absoloutely no point in specifically stigmatizing combat items. The system should be logically complete and implemented with the purpose of altering gameplay pacing in general. Not as a way to stigmatize combat oriented actions.
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Well, you didn't read my post. As said, stuff moving in and out of hands would be not affected. The timers would come in for equipping items to and out of clothing positions (putting on gloves, zipping into a jumpsuit, etcetera, etcetera), and for inventory modification, like taking things out of and putting them into satchels, pockets, etcetera. It would also make belt and pocket storage more important, as they'd be faster, if not instant. Addendum: there's absoloutely no point in specifically restricting armour and related if zipping on a jumpsuit takes the same, if not more amount of time than putting on a combat vest.
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Let me be more specific. I'm fine with being caught out, but it should not arbitrarily apply to specific things. In our case, we're thinking of arbitrarily applying it to armour and spacesuits: things which provide an advantage in specific situations. But we're not applying it to other things which would still make sense: guns and actually general inventory management. Gameplay should be consistent and reasonable. So either apply it to the entire inventory system, or keep it as it is.
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I'm unsure as to what effect this would have on muh gameplay. On the one hand, it could be minimal. Ergo, why even bother for that tiny nuissance. But I'm more inclined to think that it'd be a bit of a pain in the left buttock. And we certainly don't want any pain there. Most gameplay elements in SS13 are relatively fast: equipping guns, readying guns, can you notice I focus in on the guns? Because the situations where this would prove a major balancing issue would be whenever you're being chased by people with guns. Or weapons in general. If this were made a thing, then it should be applied to all inventory modifications: Removing items from storage. Putting items into storage. Equipping items onto your person. (Hands excluded.) Taking items off of your person. (Hands excluded.) Otherwise, the balancing would be no-no-bueno.
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You're remembering another server. We've always had swiping I'm pretty sure.
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IIRC [mention]Lohikar[/mention] had something like this at some point in code?