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Holster Function on Security Belts


Guest Menown

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Guest Menown

Adding a simple holster function on security belts. Doing the one-two-isthatmyflare shuffle to pull out my taser is dumb in a ranged conflict, and we're still unable to pack a webbing and holster on our suits.


Most holsters for security forces fit on the belt anyway.

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Tried. Would require hacky shit.


Alright. So, when you holster an item, it adds it to the item's contents. So when you have a holster, it puts it in the uniform's contents. It just so happens you can't access those contents because it's not classified as an /obj/item/weapon/storage item.


However, when you do access the storage, ie holstering in a belt, if you pull the gun out of the belt instead of unholstering it via the verb it creates a spooky ghost gun and breaks things.

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Guest Menown

Just, a heads up, I've actually been working on this for a bit. I'm removing the 'click function' of the holstering, so it'll rely on the macro or the verb for it. So, it won't add it to the contents, and since it won't register as a holstered gun, it won't be unholstered since the code will have holstered gun = null, due to it /only/ working via macro/object tab

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Guest Menown
Cant you just make it so having a taser in the belt updates the sprite to have a taser on the belt, why do you need a holster verb?

 

For. Gameplay? Not RP. It's so you can retrieve your taser like using a holster. Much easier than clicking open belt, finding taser, then reaiming at person.

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If your belt window isn't open and you're not in a ready position to pull that taser out, then you really shouldn't be reacting with lightning speed anyways.


I'd much prefer the spirte-update idea that's been floating around - and if you're dead-set on having a holster, get one with the custom loadout menu.

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