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Anticept last won the day on July 22
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anticept
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Restrict Vampires from being able to use carp scroll
Anticept replied to Balthusdire's topic in Suggestions
You just about have to for carppires or carplings. There's not much else that really works to an effective degree. -
Restrict Vampires from being able to use carp scroll
Anticept replied to Balthusdire's topic in Suggestions
You have to be really careful with them though. I think one of the reasons you rarely see them, is the server rule about bombs. Of course, you're an admin, so "contact the admins about it" doesn't really apply to you, but to anyone else making bombs to deal with antags, seriously, ahelp first. Even an accidental bombing is gonna get you looked at with tilted heads. That said, smaller bombs that don't breach the floor seem reasonable and I doubt a min will be opposed... just make sure you tell them so when the explosion log comes up, they don't have to do tons of research and come at you aggravated. -
Restrict Vampires from being able to use carp scroll
Anticept replied to Balthusdire's topic in Suggestions
Vamp glare: if you're a vamp wearing flash proof, glare shouldn't work. Goon has it that if your target has flash proof, then it won't work on them either, but ehhhh. Completely agree that vamps shouldn't be able to use sleeping carp at all. Honestly, nobody should roll multiple antags at once without admin intervention. Cooperation though, I am fine with (if a traitor gives a vamp an item, that's fine). -
I am about to necropost the shit out of this topic. This section does not work. Undefined variables in NTSL do not equal false in the current version. if(mem("first_run") == FALSE){ broadcast("Enhanced Telecoms Enabled. Enjoy!"); mem("first_run", 1); } Instead, it must use if(mem("first_run") != TRUE){ broadcast("Enhanced Telecoms Enabled. Enjoy!"); mem("first_run", 1); } Which DOES work. However, this section will cause every server this script runs on to output "Enhanced Telecoms Enabled. Enjoy!", which is a bit spammy, and to fix that requires some really hacky solutions.
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Tests complete. Stabbed myself in the legs and feet a bunch of times (and somehow mishandled the fork and poked myself in the head too), applied gauze to right hand, bleeding stopped. So where you apply gauze does not matter. I have not been able to duplicate the issue regarding someone being fully healed and still bleeding. Sounds like an annoying little bug that's gonna be a bitch to track down, because I'm still getting complaints about it. I also can't seem to duplicate the issue with gauze NOT working.
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Suggestion: Nuke ops always war. SIT becomes its own gamemode for stealth ops, but instead of one single objective, they have a set of high profile objectives. What's the difference between this and normal traitor rounds? The cooperation is expected from the beginning. Only part that I'm not sure about is is this enough to hype the crew up? Is there enough interesting things for SIT players to do, and enough for the station to fear for their lives and hunt for them if they are discovered? SHOULD they even be hunted by crew? Lots of things to think about.
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The big issue with late game is how mist form doesn't have a hard cooldown, but rather it's a ramp up recharge. Activating sooner means you travel shorter distances, but once mastered, you know exactly how much time you need to jump small gaps to you, but huge gaps to sec. It makes it very very hard to pin down a vamp for any real length of time. There is a couple ways to defeat end game vamps with relative ease no matter who they are, but it's such a pain to get scichem/medchem to cooperate under even the best of circumstances, and you will still need some backup.
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You should only have to apply it once. I'll test.
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I just gauze the chest. Thanks for asking, forgot to mention that. Worked every time. As said, examine yourself after gauze. If it says they were bandaged instead of "They are bleeding!" then you've stemmed it for the time being.
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So there's a little bit of confusion in regards to bleeding. As part of the blood refactor, the MOB ITSELF bleeds. It's not centered on any one particular organ. Just hit them with gauze for a temporarily stopping the bleeding. The handheld will still say they are bleeding, but if you examine, it says they are bandaged with something. When you've healed them enough, the bleeding will stop. The gauze will fall off on its own in time, whether or not you've healed them. If they still haven't been healed, you need to apply new gauze because they will bleed again. At the moment, I would not trust health analyzers and bleeding, except where internally bleeding.
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Assfax centcomm and find out.
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Actually, this is a big problem in space. Anything that generates heat needs careful consideration for radiating that heat away. There's no air to take the heat away, so the only option is surface area so that it radiates on its own. So it might not make sense at first glance, but unless IPCs have a circulatory system carrying heat away from their internals, it wouldn't bode well for them to spacewalk. OOC, our blood plays a critical role in this; it doesn't just carry oxygen, it also carries heat to the skin.
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One drawback to that, is there's not enough roboticists to handle any more than a minor station event.
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The term I used is inverse square law. Hehehehe. And it's inversely proportional to the square of the distance. That means if you double the distance (radius), the intensity must be EXPONENTIALLY increased. That means it's much harder to make HUGE emp bombs, as the amount of input material goes up exponentially as well. https://en.wikipedia.org/wiki/Inverse-square_law I want to know what the universe square law is. Maybe we're a projection on a 2d screen of intergalactic proportions? Anyways, on my own personal thoughts on this. EMP is crazy powerful indeed, and I had thought about implications of reducing the effectiveness to IPCs by half, but it still doesn't leave them in much good shape at all. But, on that note, there's some things that don't leave organics in good shape either. Maybe it's not so much the EMP itself that's the problem... maybe it's because it's so damn available everywhere and useful for more than just IPC killing... maybe that is the root of the problem. EMP discharges sec weapons and kills their headset, knocks out borgs temporarily, scrambles cameras, causes hilarious results with doors, can be used to mislead killing a death alarm person by setting it off with good timing, kills turrets, kills AI, burns out flashes.... see what I'm getting at? Why WOULDN'T you want to carry a pocket EMP?