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Everything posted by Alberyk
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Some clarifications: All traitors get 12 Telecrystals, two more if their names are in the central command report. You don't an ID for the voice changer to work, they have their own verbs that allow you to change the voice.
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Done: https://github.com/Aurorastation/Aurora.3/pull/817
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As I said, the best solution is just to apply any hardsuit related slowdown to wearing the module, don't matter what, instead of making a complex and needless system of what you can deploy or not based on the hardsuit status.
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Those are already planned by me, they will be returned after bluesecurity is added.
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https://github.com/Aurorastation/Aurora.3/pull/815 Feel free to point out if I forgot something about it.
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Probably for the same reason that the mining rig is really well armored as well, nearly ert levels.
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Same happens to all hardsuits, and to voidsuits in an extended, however, that won't do much at vented areas/under fire. And if such is ever added, could be extended to all hardsuits. Polaris also has the solution that wearing the module on your back or carrying it always applies the slowdown.
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The breacher suit has no modules, a massive slowdown that allows anyone to outrun someone inside, it is far less resistent than any hardsuit to emp, and a far bigger slowdown and vision restriction when offline due to emp. Also, the only good way to take someone, non-lethally, down inside any hardsuit is using rubbers, because they all have a really big resistence against taser and stun batons. Nope, they did not, Bay and Polaris still have them, and they even added species restrictions to it before we did.
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The character in question is a librarian mostly. That is indeed in purpose, even if their culture is losely based on russian/20's merica one, I believe it would be fine to take some poetic license, as well it is also related to the economic status of the New Kingdom, even if the character itself has noble origins. The one at the link in the thread is just an example of how they do look like, but, as said before it, it is supossed to be silver, not colorful. However, those sprites do look great. Already explained before about the colors. Also, that could be done too without issues, in regards to the povyaka.
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ihavenocreativity + magosnacht unban request, 8/18/16
Alberyk replied to ihavenocreativity's topic in Unban Requests Archive
Follow the format. -
BYOND Key: Alberyk Character name: Sayyidah Al-Kateb Item name: - Jeweled Tiara - Traditional Jumper Dress Why is your character carrying said item to work? Those items are supossed to be traditional tajaran clothing of the New Kingdom of Adhomai, the place from where Sayyidah hails from. So, when working aboard the station she would like to dress formally with the common clothing of her kin, and since she is a librarian, it would have no trouble with the uniform regulations. Item function(s): Jeweled Tiara: pretty much works a hat, going in the head slot. Traditional Jumper Dress: Probably a jumpsuit, or a suit. Item description: Jeweled Tiara: A silver headdress in the shape of a tiara, it is adorned by not so valuable jewels and spots a translucid veil on the back. There is room for pointy ears in the sides of the piece, as it was molded for a tajara. Traditional Jumper Dress: A light summer-time dress, decorated neatly with black and silver colors, it seems to be rather old. Item appearance: Jeweled Tiara: A silver jeweled tiara based on the russian head gear kokoshnik, something along those lines Traditional Jumper Dress: A black and silver light summer dress, also based on Russian clothing, the sarafan. How will you use this to better interact with crew and/or stimulate RP? As said before, those are supposed to be tajaran traditional dressing from the New Kingdom of Adhomai,that would tell more about her background and social status back in her home world. And the jeweled tiara would enforce Sayyidah’s origins, such as being part of the nobility and a member of the Njarir’Akhran people. And the items are based on traditional Russian dressing, which the tajaran species draws inspiration from. Additional comments: Sprites for the dress are ready, thanks to Coalf for the sprites that were used as base for the the recoloring:
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Just a reminder that what people do anywhere else, aka not in Aurora, don't really matter to the staff and should not even be part of any complaint.
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They already get a plasma cutter, by the way.
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Reporting Personnel: Uzoma Khamisi Rank of Reporting Personnel: Research Director Personnel Involved: - Monique Byrd, Station Engineer, Offender - Ash LaCroix, Security Officer, Witness - Lance Flack, Security Officer, Witness Time of Incident: 15/08/0216 Real time: 02:20 ZULU time Location of Incident: Research and Toxins research. Nature of Incident: [x]Workplace Hazard []Accident/Injury []Destruction of Property [x]Neglect of Duty []Harassment []Assault [x]Misconduct [x] Possible terrorist activities Overview of the Incident: While a transfer shuttle was on the way, and I was searching the research department for any SSD personnel, I found the station engineer, Monique Byrd, inside the toxins launch room with an improvised explosive device, a signaller glued to a igniter on the top of a welding tank fuel. She was as well dismantling the window to the mass driver. When questioned by myself, she said she was using it for test of her own bombs, for unknow purposes to me. Then, she refused to leave the toxins research room, which she was tresspassing at this point. I flashed her and called security, where she was cuffed by the officer Ash LaCroix. Later in departures, she was uncuffed by someone, but, officer Flack re-applied the restrains once he was warned of her deeds. Then, engineer Byrd was hold in the shuttle until we reached Central Command. Did you report it to a Head of Staff or IAA? If so, who?: Unable, we were already leaving due to the transfer shuttle. Additional notes:
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Remove Traitor Mice (and maintenance drones)
Alberyk replied to Dreamix's topic in Completed Projects
https://github.com/Aurorastation/Aurora.3/pull/749 Already done. -
Alberyk’s guide on contained sprites and custom items: What even are contained sprites? They are a solution to the fact that dmi files have a limit on the amount of sprites you can store in them, this was coded by Sound Scopes in old code, ported by me to new code, and improved greatly by Nanako. Instead of the code looking for the icon and the icons of the mob wearing/holding in their respective places, they will get them in the same file. So, with contained sprites, everything will be a single file and you won’t fill the suits.dmi with thousands of different snowflake jackets. And they will help a lot with merge conflict related to the github, since those are god-damn awful to deal with. How I enable/add those in an item? There is a var for contained sprites (contained_sprite), which when enabled, will look for all related sprites in the dmi file you set the icons to be. Example: You must set the icon to the path of the dmi file where all the related sprites are located at. Then the icon_state and item_state to their related names and etc. Now due to Nanako's update, you just add a suffix to the end of the sprite of the mob wearing it; List of them atm: Example: Nanako also added one var, short_name, that enables species related sprites: List of them atm: How I code/add a custom item? If you are ever doing custom items, those are not really hard to deal with. They all go into the item_defines.dm. Also, it is always a good idea to generalize things if ever possible, like the custom implants and etc. Anyway, since we decided to go against bay’s original idea; “everything is a resprite”, coders are free to carry on with whatever snowflake code they want for custom items. Look into item_spawning.dmi if you want to know more how they spawn and the like. How I into config? The config, custom_items.txt, is something that probably the head-dev, head mins or anyone with box-access will set up. But, it also a tool that you can add job restrictions and extra information into the custom items, so, learn about it. { ckey: (the item owner’s ckey, everything must be in lowercase and without underlines, spaces and the like) character_name: (the character’s name, must be exactly like it is in game) item_path: (item path, those are in the item_defines.dm or anywhere else the item is) item_name: (if you are just using another item and have to change the name, this will replace the original name when the item spawns) item_desc: ( this will replace the original item description when the item spawns) req_titles: (adding jobs to this will restrict the character from spawning with those items outside of those jobs) req_access: (this one will check if the character has the access related to the re_titles, I don’t think this will be used as much) additional_data: (this may be used for whatever information you may need, it is used atm for implants and mech paint kits which I will explain ahead) } Some snowflake cases you must pay attention and take some different steps, if you don’t it will end with everything being horribly broken: Mechas paint kits: You just set those using the config, but you must store the mecha icons in the icons/obj/custom_items_obj.dmi. Now, do the following in the config, because you don’t really need to set those using code and they can be done via the config: { ckey: (the item owner’s ckey, everything must be in lowercase and without underlines, spaces and the like) character_name: (The character’s name, must be exactly like it is in game) item_path: /obj/item/device/kit/paint (leave this like this or not if you are doing something more snowflake) item_name: (set the kit’s name here, NOT THE MECHA NEW NAME) item_desc: (set the kit’s description here, NOT THE MECHA NEW DESCRIPTION) kit_name: (set the new mecha name here, example: ROCKFUCKER 9000) kit_desc: (set the new mecha descroption here, example: It is a dank ripley painted with the blood of baldies) kit_icon: (set the icon’s state here, the one you put in icons/obj/custom_items_obj.dmi.) additional_data: (what kind of mechas you can use this kit, example: ripley, firefighter) } Mod kits for voidsuits: Now, if someone comes up with this awful snowflake idea and you must code it, do the following: place the icons in the icons/obj/custom_items_obj.dmi., then you place the sprites of the mob wearing the suit in the following dmi: icons/mob/ custom_items_mob.dmi. The helmet must have: “_helmet” in the end of the sprite’s state. The suit must have: “_suit” in the end of the sprite’s state. Now, go set the item via config, because you don’t really need to set those using code and they can be done via the config: { ckey: (the item owner’s ckey, everything must be in lowercase and without underlines, spaces and the like) character_name: (The character’s name, must be exactly like it is in game) item_path: /obj/item/device/kit/suit (leave this like this) item_name: (set the kit’s name here, NOT THE VOIDSUIT NEW NAME) item_desc: (set the kit’s description here, NOT THE VOIDSUIT NEW DESCRIPTION) kit_name: (set the new voidsuit name here, example: Amaranth colored medical suit or something) kit_desc: (set the new voidsuit descroption here, example: It is amaranth colored voidsuit, smells of powergaming) kit_icon: (set the icon’s state here, the one you put in icons/obj/custom_items_obj.dmi. and icons/mob/ custom_items_mob.dmi.) } Custom implants: If someone wanted a custom implant of their own, you can also set those up using the config. They will spawn with a special injector that can only inject their ckey and has their implant inside. { ckey: (The item owner’s ckey, everything must be in lowercase and without underlines, spaces and the like) character_name: (The character’s name, must be exactly like it is in game) item_path: /obj/item/weapon/implanter/fluff (leave this like this) additional_data: (what implant you are using, example: /obj/item/weapon/implant/loyalty) } Custom AI’s core and borg’s sprites: Throw everything into icons/mob/custom_synthetic.dmi. However, for AI’s core, the sprite must have the following state model: ckey-ai (example: alberyk-ai) For cyborg custom sprites, the sprite must have the following state model: ckey-Module (example: alberyk-Security.) And for the borg’s eyes/light, the sprites must have the following state model: eyes-ckey-Module (example: eyes-alberyk-Security.) Better example of how it should be done: Now, after adding the sprites, move to the config, customs_sprites.txt, and do the following: ckey :BORGNAME/AINAME So, if you have a borg named BUTT-TRON 300, the config addition should be like that. alberyk :BUTT-TRON 300
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Ban lifted then.
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Still, we have rules about suicide, and boredom is not a good reason for so; Avoid pain. A sane, well-rounded character would not engage in actions that are overly painful, or put themselves in harm's way without consideration (e.g. going EVA without a suit, stabbing themselves repeatedly, or continue to run at someone after being shot multiple times.) Suicide is generally a NO, unless you have believable reason for it and do it in a realistic way (ODin on chemicals as a chemist is realistic, but cutting off your head isn't), you can contact the admins to clear situations like that. So, read the rules again, and I will have no issues in unbanning you, and understand that such will not happen again without proper reason.
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About the bar incident, the one with the refusal of charging by drinks, staff ruled as being an ic issue. Because; 1° The bartender and the others do answer to the captain, due to the chain of command, and the captain would be allowed to demand them to charge for drinks. 2° They refused, which is fine, and then insulted the head of staff, several times, which is also an infration in corporate regulations, and breaking them can carry ic consquences, being arrested in that case. Also, security did not break into the bar with lethals, the only ones that had it was the detective, because now they are issued with lethal rounds at the start, besides the hos e-gun. Besides what happened in the bar, I don't recall anything else between Raymond and any of the other two characters.
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No, they did not. Source. Not all borgs had a fire extinguisher in old code, only the standard, surgeon, crisis, construction and engineering borg had one, nothing has really changed from what I can see.
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Item done and added to the code, you should be able to spawn with it now.
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Item done and added to the code, you should be able to spawn with it now.
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Item done and added to the pull request.
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Item done and added to the pull request.
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[Resolved] Staff Complaint Alberyk
Alberyk replied to Roderick Grey's topic in Staff Complaints Archive
The changeling disarmed you twice, as you say stealing your flash which would mean nothing since you were wearing sec HUD. Then, you answered by doing this: And you kept hitting him until the round ended and I was unable to do anything because I was just a mod against 48 players. A warning is barely punishment, I did agree with no banning you from end of round grief after wearing your reasons. And someone did speak to you about the same thing around one week ago, also you were warned recently for resorting to killing as a non-atang when the situation was not called for, as well other notes that do show that you have no read the rules as whole/do not fully care to follow them. The rules are clear: Neither of you were right, so, I did deal with both of you, by warning both players of their actions, and as I said; two wrongs don't make a right in that case.