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Everything posted by PoZe
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Different PR, similar to it was merged
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PR was merged.
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Money Sprite Overhaul + Additional Features
PoZe replied to BurgerBB's topic in Discontinued Projects
PR was closed -
It was merged, moving to completed projects
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PR merged, moving to complete projects
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PR merged, moving to completed projects.
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Since PR was merged, moving the thread to complete projects.
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Also we can always make new item in game. For antags it would be micro-nuclear reactor that can be attached to any energy weapon and work like advanced energy gun does. And another item would be universal recharger adapter, which will be made by RND. It will let you recharge gun from RIG or APC.
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1. Laser weapons are good against synthetic units. Most of IPCs(especially G1 and G2) have really low burn damage resist, practically no compared to organics. 2. Most armour in game, except adminbus armour have lower laser resist compared to ballistics. Like ERT has 50% bullet resist and 30% laser on their RIG, Merc have same values for voidsuit. 3. If target has fuel or phoron in them, you lit them on fir. 4. It let's you shoot through glass objects 5. Laser projectile is more likely to hit target at angles than bullets. 6. Lasers are hitscan unless you miss. 7. (Not as good point). Technically lasers have infinite ammo provided that you can re-charge them. But given that combat in ss13 matter with more short term damage than long term, that is not a good point.
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PR posted, just need gib state sprites @kyres1 https://github.com/Aurorastation/Aurora.3/pull/6121
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Because I did make it at a time. PR is posted, currently WIP but I am almost finished. Just need sprites from Kyres. https://github.com/Aurorastation/Aurora.3/pull/6120
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Implementing most of it in https://github.com/Aurorastation/Aurora.3/pull/6089 I do not want to take away RIG's actuators.
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Tesla miniballs no longer shoot beams, instead they shoot main ball which shoot coils, accounting for energy produced by all miniballs. Tesla now moves smoothly tile-by-tile. No more _jumps_ * Each miniball produces 156250W
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I am looking into problem of Tesla dying because it stays outside of PA range, currently I have decided to reduce standard field size to 7x7, leaving Tesla less corners. Remember that Tesla is of size 3x3 but it can overlay with field without leaving it. Another changes I have decided to make are: Tesla miniballs no longer shoot beams, instead they shoot main ball which shoot coils, accounting for energy produced by all miniballs. I am gonna make each miniball give 100k-120K power. Reason for this change is to reduce lag, miniballs shocking random objects/people and posibility of them breaking server timer which will break almost most of things for a long time. Tesla now moves smoothly tile-by-tile. No more jumps
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yeah, but that is not atomic at all. I will make another PR that will go through right after, possibly 3 days after this.
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Like I said, RND in future will be able to make RIGs. In future PR, by RND I mean department as whole. But yes, I plan robotics to make them, and the process will be similar to building mechs
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It says in the updated description that RIG will be available in cargo and that in the future RND will also be able to make them.
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I have updated name and description, please check again.
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As the title said, each rig module will have a category. Each RIG will be able to have specific categories installed. All antag/admin rigs will have full access. Idea of @Arrow768. PR link https://github.com/Aurorastation/Aurora.3/pull/6032 Full list of stuff: RIGS re-balance: ERT rig armour change: commander: melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 100, rad = 100 security: melee = 65, bullet = 55, laser = 40, energy = 15, bomb = 30, bio = 100, rad = 80 medical: melee = 55, bullet = 45, laser = 30, energy = 15, bomb = 30, bio = 100, rad = 100 engineering: melee = 55, bullet = 45, laser = 30, energy = 15, bomb = 30, bio = 100, rad = 100 Other Rigs changes: Industrial rig slowdown will be decreased from 3 to 2. Medical rig slowdown will be decreased from 1 to 0 Rigs will be able to be hacked for ID access now or in future Rigs will be able to be ordered by cargo Rig will be able to be made by RND in future PR RIG modules rework: Modules categories are: general: maneuvering jets, IIS module, actuators, sign fabricator, matter decompiler, cleaner grenade launcher, cooling unit, pen, stamp, paper dispenser, hardsuit visors such as mesons, material, individually or combined sometimes. light combat: flash, energy gun, taser, thermal visor, night visor, sechug visor. heavy combat: grenade launcher, mounted laser/cannon, combat actuators, (combat) chemical dispenser. medical: medical visor, medical chem injector, medical health scanner. utility: any kind of drills, mounted plasma cutter, mounted thermal drill, ore scanner, anomaly scanner, RCD. special: metal stars fabricator, datajack, electrowarfare module, power sink, stealth field, teleporter(blink), energy net, self destruct, emp shielding, emergency power generator, emag hand, voice synthesizer, ninja chemical dispenser, all-in-one visor. vaurca: vaurca chemical dispenser, burrowing lasers, neural lattice RIGs supporting categories: ERT rigs are more specialized. ERT security rig can only have "general", "light combat", "heavy combat", "special" modules. ERT medical rig can only have "general", "light combat", "heavy combat", "special", "medical" modules. ERT engineering rig can only have "general", "light combat", "heavy combat", "special", "utility" modules. ERT command rig can accept any modules. Every RIG can support general category Every RIG that supports heavy combat will also support light combat HAPT, ninja, merc, terminator RIGs can accept any modules. Varuca Rigs can only accept "general", "light combat", "heavy combat", "special", "vaurca" modules TCFL rigs can only accept "general", "light combat", "heavy combat", "special", "medical", "utility" modules Other rigs can accept modules as category suggests. Medical - general and medical. CE/EVA/Industrial RIGs - general, utility. AMI - general, utility. hazard hardsuit - general, light combat, and heavy combat. Hacker and stealth RIGs - general, light combat combat, special modules
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I have discussed with other devs a lot in the chat about how we should go about it, the soft cap of say 20 balls was proposed. But we eventually decided that having grounding rods dictate how many miniballs can be kept safely is better. Because our machinery doesn't explode, so tesla-loose would not be possible otherwise. Also in your picture I notice problem of setup - you are missing grounding rods on the other side. I recommend having grounding rods from each side - EAST, WEST, SOUTH, NORTH of balls. Because in code Tesla only can see 7 tiles(standard mob view) in each direction. My PR increases view range to 14 to be able to count number of rods in setup, but still. About power generation I am currently talking with devs about how to make it consistently generate power. Because current the way our rods/balls implemented miniballs most of the time don't end up shooting coils as they have 1 second shock cooldown. So even if small setup you will be able to use Tesla and main power source with this PR
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I am working on it now
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sounds reasonable.