Cameras can now be constructed, courtesy of some cool guys that run Powerful Station 13.

Start with a grenade casing
1)Wrench it into position
2)Stuff a multitool in it
3)Screwdrive the multitool into place
4)Add wire
5)Stuff a remote signaling device in it
Optional)If you want a motion camera (mostly useless), stuff a prox sensor in it
6)Add some glass
7)Secure glass with screwdriver
8)Set camera network
9)Set camera sprite direction

To start dismantling a camera, disable it, then use a wrench on it. from there;
1)Crowbar to remove glass
Optional) Crowbar to remove prox sensor
2)Crowbar to remove signaler
3)Wirecutter to remove wire
4)Screwdriver to unsecure multitool
5)Crowbar to remove multitool
6)Wrench to unsecure casing


Also from Powerful Station 13, the AI's change camera network verb is more robust, allowing for use of any new camera networks created by the crew.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1249 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
n3ophyt3@gmail.com
2011-03-23 18:21:13 +00:00
parent 45086d8f09
commit d714b3eef7
3 changed files with 177 additions and 50 deletions

View File

@@ -14,6 +14,8 @@
src.verbs += /mob/living/silicon/ai/proc/ai_call_shuttle
src.verbs += /mob/living/silicon/ai/proc/ai_camera_track
src.verbs += /mob/living/silicon/ai/proc/ai_camera_list
//Added ai_network_change by Mord_Sith
src.verbs += /mob/living/silicon/ai/proc/ai_network_change
src.verbs += /mob/living/silicon/ai/proc/lockdown
src.verbs += /mob/living/silicon/ai/proc/disablelockdown
src.verbs += /mob/living/silicon/ai/proc/ai_statuschange
@@ -353,38 +355,35 @@
src.machine = null
src:cameraFollow = null
/mob/living/silicon/ai/verb/change_network()
//Replaces /mob/living/silicon/ai/verb/change_network() in ai.dm & camera.dm
//Adds in /mob/living/silicon/ai/proc/ai_network_change() instead
//Addition by Mord_Sith to define AI's network change ability
/mob/living/silicon/ai/proc/ai_network_change()
set category = "AI Commands"
set name = "Change Camera Network"
src.reset_view(null)
src.machine = null
src:cameraFollow = null
if(src.network == "AI Satellite")
src.network = "SS13"
else if (src.network == "Prison")
if (ticker.mode.name == "AI malfunction")
// world << "It's malf, checking if this dude is malfunctioning"
var/datum/game_mode/malfunction/malf = ticker.mode
for (var/datum/mind/M in malf.malf_ai)
// world << "There's a malf ai, he belongs to [M.key], while the AI tryign to poke around is [src.mind.key]"
if (src.mind == M)
// world <<"They match"
src.network = "AI Satellite"
src << "\blue Switched to [src.network] camera network."
return
else
// world <<"They don't match"
src.network = "SS13"
src << "\blue Switched to [src.network] camera network."
return
// world <<"Oh shit there isn't a malf AI"
src.network = "SS13"
var/cameralist[0]
if(usr.stat == 2)
usr << "You can't change your camera network because you are dead!"
return
for (var/obj/machinery/camera/C in world)
if(C.network == "AI Satellite")
if (ticker.mode.name == "AI malfunction")
var/datum/game_mode/malfunction/malf = ticker.mode
for (var/datum/mind/M in malf.malf_ai)
if (src.mind == M)
cameralist[C.network] = C.network
else
src.network = "SS13"
else //(src.network == "SS13")
src.network = "Prison"
// src.network = "AI Satellite"
if(C.network != "CREED" && C.network != "thunder" && C.network != "RD" && C.network != "toxins" && C.network != "Prison")
cameralist[C.network] = C.network
src.network = input(usr, "Which network would you like to view?") as null|anything in cameralist
src << "\blue Switched to [src.network] camera network."
//End of code by Mord_Sith
/mob/living/silicon/ai/proc/choose_modules()