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## About The Pull Request Adds the following new general shuttle events:_ **Hitchhiker** - 1% chance - A single assistant in an EVA suit and some PBJs in a suitcase **Assistant Wave** - 0.1% chance - Spawns 10 assistants with internals - For clarity, they don't get sent to the shuttle, but get launched at it from space. It's a scuffle of 10 assistants trying to get in without being spaced or succumbing to the cold/pressure **Intern Wave** - Admin only - Unarmed and armed version - Spawns centcom interns, with a little announcement to warn they're coming I've also fixed projectiles bugging out and admin forced shuttle events not activating if they were added after the shuttle launched <details> <summary>Admin only events added</summary> **Nukie** Spawns a single nukie, armed with a shotgun, pistol and edagger. Basically the deathmatch nukie loadout, you dont want to fight this **Meaty ores** Meaty-ores meteors. Have a 4% chance to hit the shuttle, posing a potential hazard **3 player controlled fire-sharks** 3 fire sharks controlled by players. Not much to talk about here **Fireball Wave** Shoots a wave of fireballs at the shuttle. I think it's cool but apparently shuttle walls and windows deflect fireballs so it's kind of moot unless you're outside :/ </details> ## Why It's Good For The Game The assistant and hitchhiker events are some flavoring that I thought up a while ago. The Hitchhiker is just intentionally a flavor addition, but the assistant wave and intern wave can be used by admins to repopulate or retake the emergency shuttle as well. ## Changelog 🆑 add: Adds an assistant and hitchiker shuttle event, replenishing the crew mid flight! admin: Adds two intern wave shuttle events code: You can now supply shuttle events with outfits! code: You can now shoot projectiles with the shuttle events! fix: Fixes projectiles bugging out when fired in shuttle transit space fix: Fixes admin forced shuttle events not activating when added mid transit /🆑
24 lines
905 B
Plaintext
24 lines
905 B
Plaintext
/// Spawn projectiles towards the shuttle
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/datum/shuttle_event/simple_spawner/projectile
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/// Spread of the fired projectiles, to add some flair to it
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var/angle_spread = 0
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/datum/shuttle_event/simple_spawner/projectile/post_spawn(atom/movable/spawnee)
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. = ..()
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if(isprojectile(spawnee))
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var/obj/projectile/pew = spawnee
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var/angle = dir2angle(REVERSE_DIR(port.preferred_direction)) + rand(-angle_spread, angle_spread)
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pew.fire(angle)
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/datum/shuttle_event/simple_spawner/projectile/fireball //bap bap bapaba bap
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name = "Fireball Burst (Surprisingly safe!)"
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activation_fraction = 0.5 // this doesn't matter for hijack events but just in case its forced
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spawning_list = list(/obj/projectile/magic/fireball = 1)
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angle_spread = 10
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spawns_per_spawn = 10
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spawning_flags = SHUTTLE_EVENT_HIT_SHUTTLE | SHUTTLE_EVENT_HIT_SHUTTLE
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spawn_probability_per_process = 2
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self_destruct_when_empty = TRUE
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