Hotkey-Mode: (hotkey-mode must be on)
TAB = toggle hotkey-mode
a = left
s = down
d = east
w = up
q = drop
e = equip
r = throw
t = say
x = swap-hand
f = cycle-intents-left
g = cycle-intents-right
Normal-Mode: (hotkey doesn't need to be on)
Ctrl+a = left
Ctrl+s = down
Ctrl+d = east
Ctrl+w = up
Ctrl+q = drop
Ctrl+e = equip
Ctrl+r = throw
Ctrl+x = swap-hand
Ctrl+f = cycle-intents-left
Ctrl+g = cycle-intents-right
Admin:
F5 = toggle-admin-observe (WIP)
F6 = player-panel-new
F7 = admin-pm
F8 = (WIP)
Regular controls aren't affected.
There's an additional option to press the TAB key to switch into a hotkey-mode. It's a toggle, so it stays on until you press it again. It switches focus between the map and input-bar for you. This mode defaults to off so you won't even notice it unless you decide to toggle it on with the TAB key. Whilst using this hotkey mode you get additional options like pressing "T" to say something.
The mode switching (TAB key) is completely client-sided.
http://nanotrasen.com/phpBB3/viewtopic.php?f=15&t=10024
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4686 316c924e-a436-60f5-8080-3fe189b3f50e
"Don't define this unless you need it, because it generates extra communication that is otherwise avoided. Defining it on only the objects that require it reduces overhead"
I've tested it and it has these overheads for all hud objects.
Added stethoscopes. They are a tie. You can use them to listen for somebody's pulse. Mostly a RP-fluff item. "You place the stethoscope against her chest. You hear a healthy pulse and respiration." You need help intent and it will give different text for each body-part. I might make it more detailed later.
Removing ties from a uniform will now try to place it in you hands.
Stethoscopes placed in a few places around medbay.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4682 316c924e-a436-60f5-8080-3fe189b3f50e
-Changed grabbing's constructor to allow parameters for the grabber and the grabbee. (I made a simple little tweak and look at all the files I had to change :( )
-Easter Egg: Clowns have a chance of reducing or increasing the singularities energy. Upper and lower limit is 300 and -300.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4681 316c924e-a436-60f5-8080-3fe189b3f50e
You'll have to write the name on the paper itself now.
-Fixed issue 912
-Fixed issue 909
Also, Cyborgs without names are called "Default Cyborgs".
-Fixed issue 908
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4680 316c924e-a436-60f5-8080-3fe189b3f50e
-You can't show messages to dead/clientless AIs by putting a page of paper up to the camera.
-Ghost following will get a list of mobs from getmobs, it'll sort it by mob type and by name.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4679 316c924e-a436-60f5-8080-3fe189b3f50e
Removed all the voting-related adminverbs. It's all built into ooc vote verb.
Admins can now make custom votes for literally anything.
If a vote draws it will pick one of the winners at random.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4677 316c924e-a436-60f5-8080-3fe189b3f50e
Alien queen regen is now 5 instead of 15. Will this fix aliens? No. But it will make it so they're not immortal in the mean time.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4676 316c924e-a436-60f5-8080-3fe189b3f50e
Failsafe now checks the lighting_controller too. It will restart it if it doesn't progress for 5 cycles (same as MC)
datum/failsafe is now datum/controller/failsafe
The probability of lights breaking after spawn was reduced from tube:10 and bulb:25 to tube:2 bulb:5
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4674 316c924e-a436-60f5-8080-3fe189b3f50e
Artificers no longer have delay on spells, but can't create R-Walls
Carp attack damage is now 15 flat, having a chance to deal only 5 makes them far too weak.
Bears now actually have an attack value higher than zero, so players keyed into the bear can attack.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4672 316c924e-a436-60f5-8080-3fe189b3f50e
Thanks to Cheridan for the sprite!
Removed two unticked files. I believe they got merged into reagents/reagent_containers/food and forgotten about.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4669 316c924e-a436-60f5-8080-3fe189b3f50e
Things left to do mainly involves stuff interacting with Z8 - counting people as dead, making sure teleports don't work, etc.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4661 316c924e-a436-60f5-8080-3fe189b3f50e
All /world/ stuff that I've found is now in code/world.dm instead of being scattered throughout the code in 6-7 files.
*****IMPORTANT*****
This means that hub.dm is now part of world.dm. Server hosts using the hub will likely have to redo the hub/password variables!
Again, that stuff is now located in code/world.dm
*******************
The tester list has been removed as it is not in use.
/code/defines
- Moved atom.dm code into /code/game/atom.dm and atom_movable.dm
- Moved hub.dm code into /code/world.dm
- Moved the /defines/tanning into objects/item/sheets/leather.dm
- Moved /defines/area/ into game/area/
- Moved turf.dm code into the code/game/turfs folder and divided it up into meaningful places
A lot of the files in /code/game were placed in new areas since they really didn't have a reason to be there.
- algorithm.dm:
- - The world stuff is in world.dm.
- - countJob() and AutoUpdateTK() were removed entirely (unused).
- - AutoUpdateAI() is now in /mob/living/silicon/ai.dm
- atom_procs.dm was split into atom.dm and atom_movable.dm
- cellautomata.dm
- - World stuff was moved into world.dm
- - Atom stuff was moved into atom.dm and atom_movable.dm
- - Atom verbs were moved into code/game/verbs/atom_verbs.dm
- chemistry.dm
- - Beaker box code was moved into storage/misc.dm
- - The trash can and 'alechemy' paper were removed. (unused)
- Landmarks.dm was moved into /objects/effects/landmarks.dm
- prisonshuttle.dm, specops_shuttle.dm, syndicate_shuttle.dm and syndicate_specops_shuttle.dm have been moved into game/machinery/computer/
- status.dm and topic.dm code were moved into world.dm
- step_triggers.dm are now in objects/effects/step_triggers.dm
- throwing.dm was split into appropriate files (carbon mob code, atom_movable.dm, ect)
- vote.dm is now in code/datums
/code/game/asteroid was split up.
- turf.dm was moved into game/turfs/simulated/asteroid.dm
- artifacts were split up
- - Wish granter is now in game/machinery
- - The stealth box is gone (unused)
- - The list of 'space suprises' was moved into astroid.dm
- asteroid.dm, being the only file left, was moved into /code/game
and finally...
modules/mob/organs files are now in code/datums/organs
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4659 316c924e-a436-60f5-8080-3fe189b3f50e
They now mimic speech! I've also fixed a few bugs (like a missing if(stat) check in life) I think all that's left is to tweak their speed a bit and if possible, see if I can make it so that parrots peck out human's eyes when they attack.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4657 316c924e-a436-60f5-8080-3fe189b3f50e
Meaning that you can not late-join before the round actually starts or after the nuke up/malf ending cinematic.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4646 316c924e-a436-60f5-8080-3fe189b3f50e
There's a couple of known issues, and they've not been tested, so they're unticked for now.
This includes some adjustments and fixes for other assembly stuff, and it also renames most tanks.
Shout at me if this breaks anything.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4644 316c924e-a436-60f5-8080-3fe189b3f50e
New Borgs now sync with the AI with the fewest associated borgs. So, say there were 3 AIs and 6 borgs, each would get two each.
Cyborg cells now default to 7500 (like the transform procs do), this is so admin-spawn borgs don't end up with 1500-charge cells with a max of 1000-charge.
Default lawset is asimov rather than an empty lawset
pulsing a borg's sync wire will cause it to randomly pick an AI.
As a borg, your laws are shown to you at login.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4641 316c924e-a436-60f5-8080-3fe189b3f50e
-Instead of the singularity using range to look for rad_collectors around it, it will now look through the list and check the distance between every rad_collector, if it's less than 15 tiles in range then it'll give it power.
-Fixed naming your revolver.
-
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4638 316c924e-a436-60f5-8080-3fe189b3f50e
This has a few advantages: The 16(!) sacks of flour previously in the kitchen cabinet have been condensed to an equivalent 3 sacks. Beer is now brewable with universal enzyme, and converting lots of wheat into flour should be less tedious. Also, flour grenades, etc.
Because of this, flour is now obtained from the all-in-one blender rather than the processor, and spaghetti noodles are made with 5 units of flour in the microwave.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4637 316c924e-a436-60f5-8080-3fe189b3f50e
-Made the Chief Engineer's cigarette spawn unlit. It was causing runtimes and everyone else spawns with unlit cigarettes.
-Updated changing AI name so it changes the eyeobj and the PDA, removed the PDA name from ai/life.dm()
-Removed a useless comment in uplinks.dm
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4636 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed some other occurrences of this happening. If you find any, please post it here: http://nanotrasen.com/phpBB3/viewtopic.php?f=7&t=9955
or let me know in #coderbus.
-Split up the Core() verb a bit.
-When sending messages to Centcom or the Syndicate, with the communications console, it would never reset itself since it resets the wrong variable. I've given it the correct variable and I made the cooldown 10 minutes instead of a minute.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4629 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed the failsafe misreporting how long the MC has been dead.
Lighting initialization no longer 'interrupts' the master_controller setup().
Added updated powernet debugging tools. They're in my WIP folder. They are sexy c: It draws the powernet onto the map so you can see what's going on during debugging.
Added tachyon-doppler arrays. They're gonna be something for scientists to measure their bombs with rather than praying for the figures. Nothing spectacular.
Commented out switches, they aren't used and I've been fixing/testing powernets all day. Sorry. If you need them back just PM me and I'll fix them.
Known issues: the merging procs behave silly at intersections. I really tried to fix it but I think I'll make more progress just working on some powernet improvements.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4623 316c924e-a436-60f5-8080-3fe189b3f50e
-Removed cameras from all bots. I'll change this if there's an outcry but my reasoning is that the bot's cameras don't work well with freelook, removing it would save a lot of trouble and would help out in certain rounds. I also doubt people even care about viewing the bot's view, I sometimes forget it's a thing.
-Make the AI's cancel camera view the same verb as AI Core. I did this because people were getting really confused on how to return to their core view, and the verb was basically useless since people just stopped tracking by moving a tile in a random direction.
-Removed a floating camera in Engineering. -Removed a camera in the AI Chamber (front of the AI) and I made the camera an "All" camera. (EMP Proof, X-Ray and Motion)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4622 316c924e-a436-60f5-8080-3fe189b3f50e
So far they walk around, find a perch and sleep on it... They don't copy speech yet but they do look around for items to steal to add to their collection! So basically I have made a magpie so far... The parrot bits will come later I swear.
They currently use the baby chick sprite but there's a much better sprite already in the works thanks to Pewter.
Oh also, I've moved that headset/ear variable out of simple_animal and into simple_animal/parrot since only parrots can do anything with them anyway.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4620 316c924e-a436-60f5-8080-3fe189b3f50e
-Added obj/effect's to update what the AI can and cannot see. Resin walls and smoke can block vision.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4619 316c924e-a436-60f5-8080-3fe189b3f50e
It takes no time to open camera panels now.
There's no chance that pulsing a wire will set the alarm off.
Properly killed the camera from processing, if it isn't a motion camera.
Added some extra feedback to welding.
EMPing cameras will set their alarms off, if it passes the first prob check.
Updated the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4613 316c924e-a436-60f5-8080-3fe189b3f50e
TIIIIIESSSSS
Currently there are three types, none are on the map, all are fabulous.
Lawyer suits and some others will need updating before they go in.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4611 316c924e-a436-60f5-8080-3fe189b3f50e
It will construct a camera after doing the following steps:
Wrench it to attach it to a wall
Weld it to the wall with a welding tool (Welding Helmet Required)
Attach wires to the camera
Possible extra steps in order to create special cameras (X-Ray, EMP Proof, Motion) (You can have more than 1 special attachment, meaning it can be possible to have an EMP Proof, Motion, X-Ray camera)
X-Ray will need carrots (something for botanists) (this will possibly changed, well it will definitely carrots are weird)
EMP Proof will need solid plasma.
Motion will need a prox sensor.
Screwdriver the panel closed to complete the camera.
To deconstruct the camera, it would be not so difficult to disable but it will take a while to completely remove it:
Screwdriver the panel open
Cut all the wires, cutting the alarm wire is optional.
Weld it.
It is now a camera assembly again.
Gave the cameras wires to cut/mend/pulse. Random wires for every camera to make hacking it harder.
Focus wire. Will make the camera have a shorter or normal vision range.
Power wire. Will disable the camera. Pulsing will make it kick anyone who is viewing it through a security computer. Will give a tiny shock if not protected.
Light wire. Will disable the "Toggle Camera Light" that the AI has. Pulsing it will disable/enable it.
Alarm wire. Will warn the AI that a camera's alarm has been set off, when this wire has been cut/pulsed. Does nothing else. Should only triggered once, meaning.. setting off the camera won't set it off ever again..
Special wire. Will toggle the special attachment of the camera. Pulse toggles, cutting disables, mending enables.
Nothing wire. Does nothing, just here to add more wires and make guessing which wire does which harder. x 3
Placed extra cameras, I can't recall all the places but here are some.
Around solar array entrances
Around EVA
Around the security back maintenance door
Place an X-Ray camera in the Living Quarters.
Bartender back room
Virology living quarters
Chapel crematory
A camera on the outside of Telecomm's external airlock
X-Ray camera outside every escape pod station.
Inbetween toxins test site and the station(?) There's cameras there already
Inbetween viro and medbay i think ^ I mean inside maintalright
private study? (library back room)
engineering secure storage
X-ray camera in toilets (both of them)
Both maintenance access that you find between important areas (captain room, teleporter room)(HoP office, staff meeting
Custodial Closet
Surgery Observation
Atmospherics Maintenance
Infront of Atmos
mining maintenance
Kitchen cold room
Hydroponics Storage
Emergency storage (both)
Other Map changes
Add red phone in Cyborg Station
Add AI restorer to Cyborg Station room
Added some camera assemblies in the Cyborg Station, inside a crate!
TODO:
Get camera alarms to give the AI a link to press, to jump there.
Standardize wires or something. There's a lot of copy+paste..
OTHER:
With the new camera stuff I got rid of the default x-ray cameras. Though there still are x-ray cameras placed around, watching you sleep.
Added Lugar223's improved vending interface. http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=9586
Some runtime fixes.
Added a second buffer for Cyborg cameras. Hopefully it'll make freelook less laggy.
Increased the first buffer to 2 seconds.
Some tweaking to stuff.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4606 316c924e-a436-60f5-8080-3fe189b3f50e
machine.process() now uses a return value to remove itself from the processing machines list. This is more efficient and will help reduce costs especially at round start where some 5000+ machines were removed from the list using first-find. Now there is no searching involved. Instead of machines.Remove(src) just do .=PROCESS_KILL that will return the flag to the proc which called it (the MC) and trigger its removal from the list. If you're deleting something don't even bother removing it from the machines list, there is no need to.
Simplified the last_processed stuff for the MC. It's now a single variable rather than 3. It is simply a typepath rather than a reference to an object (this is so it works even if said object is deleted)
MC stats in admin status_panels now show the length of the processing lists (indicated by #). I've just realised I forgot to mention what the abbreviations are:
The less obvious ones are: Dis=diseases; Net=pipes; Pnet=powernets; Mch=Machines; Tick=the game-mode ticker.
Beach-water now uses an overlay image rather than a separate object.
Fixed a typo in the shuttle console.
Hydroponics trays no longer use first-find within their process() for checking the plant is in the tray (why is that even there anyway? talk about lazy)
Removed some junk/placeholder procs like organ/proc/process() return
Removed newscasters from the processing machines lists.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4603 316c924e-a436-60f5-8080-3fe189b3f50e