Jump to content

MarkvA

Members
  • Posts

    419
  • Joined

  • Last visited

Everything posted by MarkvA

  1. Midaychi, where exactly did I say that the bug doesn't exist? I said I couldn't reproduce it locally. When you start using such a tone against me, a volunteer who is spending his free time to improve the server, then that's reason enough for me not to help you.
  2. Well, just as with the medbot bug where 'it totally works I just tested it on my solo server', why don't you try watching an alien round on live? I saw a single larva get danced around a single room full of four humans and a ninja all trying to kill it, the amount of hits on the larva via lasers was up in the 30+ range in addition to melee hits (I was watching the attack logs and counting), and they eventually escaped the room anyways and had to be killed as a hunter that died in like 4 laser shots. If you're giving me that attitude, you can go and fix it yourself Midaychi. ADMIN LOG: MarkvA/(alien hunter (656)) created a /mob/living/carbon/human/human ADMIN LOG: MarkvA/(alien hunter (656)) created a /mob/living/carbon/alien/larva ADMIN LOG: MarkvA/(alien hunter (656)) assumed direct control of the unknown. energy gun is now set to kill. You fire the energy gun! alien larva (297) is hit by the laser in the chest! You fire the energy gun! alien larva (297) is hit by the laser in the chest! The alien larva (297) lets out a waning high-pitched cry.
  3. There's a thread about that here.
  4. I just tested it: one shot downs the larva (and it doesn't regenerate), two kills it.
  5. Yep, remove it. Nothing but a nuisance.
  6. There's ways to do that. The disarm intent knocks them out, and the neurotoxin will also down them.
  7. Pull request is up.
  8. Heh, perfect timing. I've started working on the game mode about an hour ago (so far I've added end of round feedback of the round). This feedback's extremely useful!
  9. I'll increase it to five tiles then. Anything beyond that is a bit too much though if you ask me. One intercom shouldn't pick up voices from the other side of the room.
  10. It doesn't. If you go into the history of the file, you'll see it has remained untouched. The date on top doesn't mean that variable has changed.
  11. These look great!
  12. I double-checked it, and Fox is right. The "canhear_range" variable has been the same on our server, /tg/ and Baystation12 for two years now. It's set at 2, so it can hear up to two tiles away.
  13. Nothing's going to get fixed unless you report it in the bug reports section as its own, separate thread.
  14. Added.
  15. Done.
  16. Right now I don't really see an easy way of implementing this without changing the way decay works. Basically, every two ticks (few seconds) it checks for the time of the world, and then subtracts the time of death from that, which then determines the decay level of the corpse. There's no real way of overriding that without changing changing the time of death while they're in the morgue, which would mean that wouldn't be correct anymore.
  17. What about the chef? The chef too. Also forgot about him .
  18. Oh, good catch. I've changed it to :z instead.
  19. Him too, forgot to mention it.
  20. Implemented the Service channel (default :v) for the Captain, Head of Personnel, Barber, Bartender, Botanist, Mime and Clown (and Service borgs, naturally).
  21. Seconded.
  22. Yes, the Mortician currently uses that very jumpsuit.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use