Commit Graph
35 Commits
Author SHA1 Message Date
GeevesandGitHub 7efa56ad4b Mecha Combat Repath (#11267) 2021-02-27 13:55:45 +01:00
GeevesandGitHub bb5e8f577c Exosuit Cleaner (#11270) 2021-02-24 14:22:45 +01:00
fernerrandGitHub bbd6f2a41f Fixes premade combat mechs spawning without weapons (#10611) 2020-11-21 12:30:19 -03:00
JohnWildkinsandGitHub 77c5eb44d4 Fix RNG mecha trying to install equipment they can't (#10531) 2020-11-14 12:19:25 +01:00
kyres1andGitHub 87ac8edc07 Resprites mechs, adds a few new things (#9950) 2020-09-13 02:03:59 -03:00
GeevesandGitHub 7c11ec86e5 Cargo Mech Fix (#9864) 2020-09-03 00:38:12 +02:00
GeevesandGitHub a24d2ce434 Adminspawn Cultstuff (#8296) 2020-09-02 10:49:57 +02:00
GeevesandGitHub a24f4ddb79 Crystal Agitators (#8609) 2020-09-01 14:04:12 +02:00
mikomyazakiandGitHub 4de53f1d56 Replaced all instances of armour/armoury with armor/armory (#9593) 2020-08-06 20:57:30 +02:00
GeevesandGitHub 57536317a4 Large Stock Mecha (#9375)
Added exosuits to large stock spawns.
2020-07-20 09:51:42 +03:00
GeevesandGitHub 1fd1f528d2 Kataphract Supplies (#8529) 2020-06-16 23:29:33 +02:00
GeevesandGitHub 14ace39ac3 Mech Health Buff (#9123) 2020-06-16 22:50:12 +02:00
AlberykandGitHub 9ed9c0fbaf Replaces the IAC ert (#9077) 2020-06-14 10:22:33 +02:00
GeevesandGitHub f599f428db More Mech Equipment (#9005)
Fixes mech mounted autolathes.
    Adds a hand-mounted toolset that has: a wrench, a crowbar, and a screwdriver setting.
    Replaces the AI mech's drill with a hand-mounted toolset.

I need icon and on-mech sprites for the back-mounted autolathe and the hand-mounted toolset. Neither have to have any special animations or anything, static images are fine. Toolset sprite doesn't have to change with tool change.
2020-06-07 10:07:46 +03:00
GeevesandGitHub 19b1ddb869 Remote Mech Revision (#8903)
The AI can now remotely control mechs in its network. It has one mapped in near its core.
    Messages received by your old body will now reach your VR body (does not affect Skrell Srom).
    Exosuit pilots can now interact with elevator panels without having to get out.
    Robotics and RnD can now create remote controlled mechs. The control centre is in the protolathe, while the exosuit upgrade is in the circuit imprinter.
    Mechs can no longer be dismantled if it has a pilot in it.
    Dismantling a mech now takes a while.
2020-05-30 16:20:16 +03:00
GeevesandGitHub 097ea6cfbc Shielding Auras (#8760)
Ports Baystation12/Baystation12#19992 and Baystation12/Baystation12#27266.

    Added a personal shield device to the traitor tools uplink.
    Added a radiant shielding aura spell to Battlemage and Cleric.
    Added an exosuit shield drone to the mechfab.

This works, but I'm not entirely happy with the sprites. The personal shield has no on-mob shimmer, it uses a mindbatterer grenade as an icon sprite. The wizard radiant spell uses a pretty big and janky sprite as an on-mob, and the exosuit's shield sprite doesn't follow the dir the mech faces, but that one I can maybe fix on my own. If anyone knows about that last one, lemme know, Bay had code for it that we do not.
2020-05-15 23:37:27 +03:00
Matt AtlasandGitHub 82437acd43 Materials subsystem, material defines instead of strings, structure materials. (#8447)
The shitcode crusade begins.
2020-03-18 20:19:11 +01:00
fernerrandGitHub 4a9d605785 Adds a rudimentary system to summon equipment for distress teams, Tweaks the IAC team (#8331) 2020-03-10 21:31:53 +01:00
GeevesandGitHub 95613ebf6b Some Mech Things (#8256)
Redoes how mechs assign their bodyparts and hardpoints. Should be much easier to make new mechs now, mechs can also now handle having children. Bless.
Created the backbone for having a mounted autolathe, however it needs a mech_equipment sprite, and a new GUI, which isn't something I'm capable of doing.
2020-02-16 19:48:44 +02:00
GeevesandWerner 931d56672a Uplink Revamp (#7974) 2020-01-15 18:28:11 +01:00
GeevesandMatt Atlas 2fed43a871 VR, Remote Mechs and Remote Robots (#7523)
Adds VR functionality, subsystem and a command VR system.
2020-01-12 14:09:48 +01:00
GeevesandErki 432c8037e9 misc hoverpod fixes (#7891)
Fixed hoverthrusters having stepping sounds by giving them no sounds.
    Adjusted hoverpod sidesprites, not sure what it really does but I trust Kyres.
2020-01-03 23:28:09 +02:00
GeevesandMatt Atlas c5c459c5ec Rudimentary Mech Z-level Travel and Hoverpods (#7739) 2020-01-01 16:28:30 +01:00
AlberykandMatt Atlas 04aeeab4fc Adds running over people with mechs (#7791)
Walking over someone lying on the floor with mechs will now hurt them. Damage is based on the legs.
Also, removed some baylore references to the mech parts, and made so that mechs can push mobs around.
2019-12-29 22:02:06 +01:00
Mykhailo BykhovtsevandErki 3cd710af5a Mech's punch sounds (#7747)
sounadd: "Added sounds to mech's punch. They are different for each mech arms type and volume depends on damage of arms."
    tweak: "Ripley's arms damage was increased to 40 damage."
2019-12-23 09:47:33 +02:00
Ferner 449e241a8b Merge branch 'master' into 191217-sprites_mecha 2019-12-20 01:25:27 +01:00
Mykhailo BykhovtsevandErki 8c1e92edcd Fixing Mechs more. The fight between armor and armour (#7723)
The armour and armor again strikes:

    Apparently original Mech port PR has overridden borg's armor definition and was using it. This fixes it by making mech's armor a child of borg's armor instead.

    renames borg's armour to armor references.

    Mech's melee damage has been increased. It depends on manipulator type. Light: 15, Regular: 20, Combat 30, Heavy: 50. Fixes #7665

    Adds missed check in mech's destroy proc
2019-12-19 21:41:23 +02:00
Ferner b8e962a2da Appearance tweaks 2019-12-18 04:47:40 +01:00
Mykhailo BykhovtsevandErki a4a6fb5f03 Lots of fixes for Mechs (#7692)
Spent lots of time and lots of changes to fix issues:

    bugfix: "Mechs no longer runtime during destroy call."

    bugfix: "Turrets and NPCS no longer target empty mechs."

    bugfix: "Mechs no longer runtime during armor check. Mechs now use their armor and values for it. Before it would ignore them entirely and deal 100% damage."

    Added ismech() define and also QDEL_NULL_LIST() define from TG. Matt's suggestion

    renamed any armour references in mech code to armor to keep it consistent
2019-12-17 17:28:31 +02:00
AlberykandWerner 457e3e2d61 Robotics upgrades: mech stuff and more rig word replacement (#7662)
* Robotics upgrades

* stuff.

* Adds this silly thing.

* Removes useless shit.

* updates this.

* Did a bad

* updates this.

* And this.
2019-12-16 08:06:12 +01:00
fernerrandWerner 06b9d15ee8 Adds some new mech weaponry for the legion, changes the way mech decals are applied (#7534) 2019-12-03 18:35:14 +01:00
ErkiandGitHub 5d1e519216 Fixes a woups 2019-11-26 10:01:03 +02:00
AlberykandErki 0fded6e656 Fixes some exosuit stuff (#7511)
-fixes some premade exosuits not getting their gear
-fixes some code using new instead of initialize
-removes some unused code
2019-11-26 09:53:17 +02:00
SueTheCakeandErki d6aa37a32e mech power fixes (#7510) 2019-11-26 09:46:47 +02:00
SueTheCakeandWerner 84794c6e65 Mechs 3: Electric Boogaloo (#7486) 2019-11-25 23:04:19 +01:00