- Creates new advanced shield generators, designed to replace old hull and bubble shield generators.
- Upgrades the floor mounted and handheld shield diffusers.
- Makes underfloor shield diffusers actually constructable.
- Handheld diffusers orderable via uplink.
- Removes supply packs and research datums for the old generators, but leaves their code in place for maps that still use them.
- Integrates with the meteor and electrical storm events.
- Integrates with mob AI (they know how to attack it)
- Creates a global meteors list to make it easier to find them.
- Adds point defense mainframe, batteries, projectiles, circuitboards, and R&D designs.
- Adds sound effects and icons for the new machines.
- Original code and sprites ported from Baystation. Adtapted to our code, added icon states and QoL elements.
- Move overmap defines to _defines folder. Rename old file to turfs.dm since that is what it contains.
- Definition of overmap event objects and the overmap event handler.
- Upgrades to SSevents and SSskybox to tie in the overmap events.
- Enhancement to /datum/event itself to support affecting_z and victim ship.
- Upgrade to the five event types used on the overmap to support new vars.
- Upgrade to dust and meteor spawning code to support targeting z-levels.
* Okay evidently walk_to(A, B) doesn't stop when A reaches B, but keeps running in the background forever until it is manually canceled! Therefore in order to be garbage collected, we must cancel walking on any object that might have initiated it.
* Fixes this on chemsmoke and spiders.
* The same story applies to walk_towards; fixed for dust, meteors and immovablerod, and also to walk_away; fixed for flashbangs.
* Also fixed chemsmoke actually getting qdeled at the right time.
Links many map-specific details such as the station name, z-level information, and allowed jobs from global vars to map datum vars, which should help us maintain multiple maps at once in the future, which will be needed for the future Southern Cross.
Note that a config change will be needed to change GENERATE_ASTEROID to GENERATE_MAP, otherwise no changes should be required to continue normal map usage.
To change to a different map, it's suggested to tick the file that ticks all the other needed files, which for the Northern Star is called northern_star.dm.
When a meteor event triggers it now selects a main edge to arrive from, with a 20% probability to come from either neighboring edge. Will never arrive from the opposite edge.
The meteor event end time is now made more useful, and is based on a longest delay between meteor waves scenario.
The meteor event now supports multiple station Z-levels.
Removes the meteor sounds, as they can rarely be heard over the explosions anyway.
This increases the number of meteors which survive to reach the station, as there is some tendency for them to spawn on the same location (but not necessarily fly in the same direction).
Merges the two meteor events into one, and now takes severity into consideration instead.
Including the basic meteors there are also new types ranging from flaming to radioactive which may drop appropriate types of ore.
The Icarus is now fireable in gun form. The point defense mode fires several lasers one after the other so that it can penetrate. The main gun mode fires a modified meteor. Also added an "abstract weapon" which has the projectile type settable for admin shenanigans.
Walls now lack an armor variable, which is replaced with buffed health. Normal walls take 4 shots with a normal laser or 5 emitter bursts to destroy. Reinforced walls now take 20 normal laser shots or 28 emitter shots.
Added some proactive runtime protection to logging for projectile impacts. Without a valid firer, the jump button is linked to the victim.
Emitters will now need to be wired.
Emitter type has changed to /obj/machinery/power/emitter
Fixed cables not correctly disconnecting power machinery from the powernet after being removed.
-Fixed a typo with smashing tables/racks.
-Fixed maps having incorrect types.
-Fixed singularity EMPing when at stage 1.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5423 316c924e-a436-60f5-8080-3fe189b3f50e
It's a gun that fires meteors! Admin spawn only.
They do not shoot 'real' meteors, they shoot a projectile that acts like meteors.
Note: The meteor projectile calls 'meteorhit()' which some objects and turfs do not have, so some things won't really be affected by them.
The gun itself has a potato battery, meaning it starts with a charge of 100 and has a maximum charge of 300. It costs 100 to fire and recharges 100 every 5 ticks.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4538 316c924e-a436-60f5-8080-3fe189b3f50e
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.
To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"
If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
Apparently that meteor gun I forgot to comment out had the wrong path in its attack_self(). Instead of the meteor gun shooting meteors, every /obj/item/weapon could shoot them when clicked on.
Here's a pile of runtime fixes to go along with this.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4409 316c924e-a436-60f5-8080-3fe189b3f50e
I added a check to meteor and space dust Bump() directly because changing ex_act() on the machines themselves would make the machines immune to bombs and C4.
Hopefully fixes issue 716.
light/process() was added back in causing lights to use power as they were meant to. Recently lights have been made brighter causing more power to be drained. As a result the engineering APC would not last very long. The station using a lot of power is a good thing since the singularity produces an incredible amount of power, so to keep this higher power demand but still give engineers a fighting chance to set up the singularity, I've bumped up the engineering APC's starting battery power.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4401 316c924e-a436-60f5-8080-3fe189b3f50e
As a result, cyborg death squads were also removed.
This also fixes meteors and space dust so that they properly take into account the borders of the map. Please do not hardcode numbers when we have defines in place.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4374 316c924e-a436-60f5-8080-3fe189b3f50e