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Wintermote

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Everything posted by Wintermote

  1. Somewhere in the code there used to be windows that were 1-way see-through. IIRC they were used in the old (very very old - years back) chapel confessionals.
  2. paprika I hate these taser changes why u do this
  3. +obj/item/clothing/head/helmet/redtaghelm + name = "red laser tag helmet" + desc = "They have chosen their own end." + icon_state = "redtaghelm" + flags = FPRINT|TABLEPASS|HEADCOVERSEYES + item_state = "redtaghelm" + armor = list(melee = 30, bullet = 10, laser = 20,energy = 10, bomb = 20, bio = 0, rad = 0) + // Offer about the same protection as a hardhat. + flags_inv = HIDEEARS|HIDEEYES Here's the new armor values for a lasertag helmet. +/obj/item/clothing/head/HoS + name = "head of security cap" + desc = "The robust standard-issue cap of the Head of Security. For showing the officers who's in charge." + icon_state = "hoscap" + flags = FPRINT | TABLEPASS + armor = list(melee = 80, bullet = 60, laser = 50, energy = 10, bomb = 25, bio = 10, rad = 0) Here's an armoured hat. //Forensics /obj/item/clothing/suit/storage/forensics name = "jacket" desc = "A forensics technician jacket." item_state = "det_suit" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/device/detective_scanner,/obj/item/device/taperecorder) armor = list(melee = 10, bullet = 10, laser = 15, energy = 10, bomb = 0, bio = 0, rad = 0) A forensic technician's jacket. Here's an engineering hardsuit: armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75) I think there's something seriously wrong when a hardsuit that's designed around protecting someone from dangerous physical impacts provides less protection than a light jacket worn by a forensics technician. Why were hardsuits even ultranerfed like this? I don't think anyone's seriously had any issues with them whatsoever. Now, not only do they slow you down twice as much as before, they also don't offer any actual protection. You may as well just wear regular spacesuits, of which there are basically none. I don't understand the balance logic here whatsoever.
  4. To be quite honest, I'm only suggesting this because I dislike the race breathing an inert gas and because I think it's an interesting counterplay to human respiration. Make vox breathe an 80/20 mix of Nitrogen/Carbon Dioxide; with oxygen (or methane - but this isn't an existing gas) as a byproduct. A vox breathing human air suffers like a human breathing vox air.
  5. Sigurd wasn't shut down, it was basically just broken while we switched some code around and it took a bit to get it going again. The bigger problem with sigurd is that there was never enough of a sustained player population after we delisted - people would join constantly when we partnered with paradise, but because it'd be 10-15 minutes between each person joining, someone would join, get bored, then log off within that timeframe and there'd never be enough people online for anyone to go "Hey, I'll play this round". Actually, sigurd's a good example of why keeping the server listed is a good idea - Sigurd used to see rounds with 30-40 players, but because it remained a private server, as players dropped off, nobody new came along to replace them, and by the time we'd partnered with Paradise it was too late. Sigurd is now back up and running, and we have the unlisted paradise shard as well. Both servers will see use if they can maintain enough players at certain times of the day to convince others to join or stick around.
  6. Why not a damage threshold? Damage below x amount can't break bones or bones can't break until that limb has suffered y overall damage. Or even both. Example: 1. An oxygen tank that does 10 damage per hit, striking an arm. The break-threshold is 15 damage per hit, so this oxygen tank could never break the arm. A 15 damage weapon would break the arm in (example) 1d4 hits. 2. The bone in the arm will not break until the arm itself has received at least 30+ damage. 3. The bone in the arm will not break until it the arm has received 30+ damage, and the weapon being used either has a [can break bones] flag or deals damage beyond the break threshold. I don't know what the code looks like, but there are likely good solutions that retain broken bones while making them happen less often from low-damage blunt weapons.
  7. It's also in security and very difficult for a traitor to actually reach.
  8. Suggest allowing syndicates to emag the training bomb to turn it into a real bomb - without changing the name of it.
  9. I think it's a bit too complicated for ss13 We do, at least, have tables you can flip over for cover. Although I don't know if they provide any protection from ranged attacks, or merely prevent people from moving through the tile.
  10. We did; it's simply being ignored.
  11. https://www.reddit.com/r/SS13/comments/ ... nder_agpl/ Worth taking a look at.
  12. No. There is no "misconception". I am not "failing to understand how it works." It's a taser that can shoot through windows and can instastun. That it does this in different modes is entirely immaterial to the fact that it still instastuns and It is not what people wanted. Nobody asked for a taser that could shoot through windows or had limited range. The old taser was fine, you are trying to "fix" something that isn't broken. People wanted a revision to 2-3 shot tasers, because it made getting shot by them less frustrating. I don't care that tasers can or cannot shoot through windows, I care that the community was completely ignored and this pet code project implemented whether we wanted it or not. Again, why did we even have a vote on this code if coders were just going to ignore us when it didn't go their way?
  13. There is no way to really enforce it without a lot of admin babying. You're asking for paradise to become a 'hard' RP server when it is primarily a medium-light RP server; more or less roleplay if you feel like it, but don't expect it. The best solution for what you want here, is something that would need to be accomplished by code; limitations on what players can actually do, given the role they have. If you sign up as an engineer, you will simply be unable to interact with the telescience computer for example.
  14. This is essentially "We're keeping instastuns, even though the community voted that they didn't want them, and then we're also letting them shoot through windows" What was even the point of a poll if you weren't going to listen to the community to begin with? The majority of people did not want instastuns. They wanted the old 2-3 shot tasers back. This 'rework' is nothing more than a way of saying you did something without actually doing what people had wanted. I consider it a slap in the face to the community; essentially: "Fuck you, we don't care what you want."
  15. On the flipside, I remember a lot of problems with players hounding roboticists to death about the mechs they were building. It seems like this is less of a problem on paradise than it was on /tg/, but on /tg/ you could expect people to be breaking into robotics and stealing mechs the moment they knew you had made any.
  16. there really isn't enough room to put everything, unless they were given some kind of giant bag of holding to shove things into.
  17. That seems like the oddest place to put it. How is it not considered a bug?
  18. I'm assuming this isn't where you sign up for it.
  19. From looking at the config.txt file, there is only one option for a vox gametype. If that's set to 0, there shouldn't be any vox raiding/trading at all. Given that I haven't seen a single vox gametype since I've started playing on Paradise, I'm pretty sure the mode is disabled and there is no alternative 'vox trader' mode at all.
  20. I've completely missed out on Vox Raiders as a gametype, and apparently a fair number of people actually enjoyed it quite a bit. Also, I've got a reworked vox ship: Update: improved the layout and added wiring, power, shutters, etc. Still no APC, but that can be added pretty quickly. Still not sure if powernets etc. will work on things jumping around z-levels. Mapfile: https://www.mediafire.com/?fgkkr9by507eiqm Please let me know if you see anything the ship still needs. I didn't add APC's or wires/airpipes anywhere because I wasn't sure if they'd work on things moving between z-levels. The attached file is the .dmm which contains the vox skipjack (Clipper, maybe? It's a fair bit larger than the previous ship)
  21. In gameplay terms - yeah, it pretty much isn't worth using. If you want to protect yourself from stuff, just wear body armor. Aesthetically, I love the look of the suit (well, the front/back sprites could use work...) and that is the sole reason I ever use it.
  22. It's not stealing code when you're making it from scratch yourself. One wonders if you'd nix the entire paradise codebase if a goon asked you to do so.
  23. It's not even something they can enforce in any way, shape or form. There's no legal weight behind it, you can't copywrite an idea like "a chemical that induces hair growth" or "a chemical that prevents other chemicals from interacting".
  24. Got a few sprites laying around. Holotable thing. Been sitting on my harddrive for literal years, unused. Ausops (iirc) originally made this for me to use with Sigurd. https://media.8chan.co/v/src/1419768213296-0.webm [don't know how long the webm link will work - if I knew of an imagehost that did webm's...] https://mega.co.nz/#!O5ZVRS7a!N6xxPzb3i ... QpRnCIbXdc Additionally, an AI sprite I've made:
  25. It's basically the same as any engineering rig - a little better, mostly in rad protection (which isn't usually useful), but otherwise more or less the same. So the speed nerf for providing the same protection as other rigs doesn't seem like it's necessary to me.
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