Commit Graph

69 Commits

Author SHA1 Message Date
elly1989@rocketmail.com
d7c9e72a29 Added a new logging system that can be used for various things in the game (such as the singularity engine, AI interactions, anything-else that may be suggested to me :P).
At the moment it only logs some singularity things. Please let me know if there are any important methods of singulo-grief which I may have missed.

The "Investigate" verb is available to everyone of rank "Admin observer" and upwards. Just type "Investigate" and select the subject you'd like to see logs for. Typing "Investigate singulo" will also work as a shortcut.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3679 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-27 01:31:57 +00:00
baloh.matevz@gmail.com
c2c7a3bcda - Variable declaration standardization. Big commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3671 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 19:26:36 +00:00
elly1989@rocketmail.com
0a80f91f2c Added Spacevines to the random events. Added a spawn space-vines option to the secrets panel.
Fixes issue 250 (borg door bug)
Fixed silicon interactions with engineering equipment.
Fixed access lists for radiation collectors, so locking them actually serves a purpose. Fixed using crowbars on them.
Borgs can name themselves upon module selection (unless a roboticist has named them previously by using a pen)
To avoid Borgs griefing and then changing their name by selecting a module, borgs are now unable to move independently until they choose a module.
New sprites for spacevines are on the way. So you'll have to tolerate my crappy stand-ins for a bit until he is finished with them.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3128 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-14 20:29:58 +00:00
mport2004@gmail.com
8c1c914259 Added Invisty's Emitter sprites.
Cleaned up part of the door code and moved some defines to their proper files.
Firelocks can now be welded open and now shows the welded overlay properly.
Borgs can now properly mess with door wiring.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2895 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-01 23:43:56 +00:00
mport2004@gmail.com
4ad793af53 Emitters can be emag'd.
You need to swipe and ID to lock an emitter,
PDAs will no longer have a popup when you attempt to put an ID into them.
PDAs have an Update Info button just below the ID slot when an ID is in it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2867 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-30 15:42:17 +00:00
mport2004@gmail.com
32e1640df3 Emitters emp_act now uses severity properly.
The PA can no longer be remotely controlled by humans and cyborgs can only control it if they are nearby.
The spawn PA can now be taken apart.
FireAx/Extinguisher closets got their own files.
Food closets are now with their defines.
Freezer closet/crates override return_air() to cooldown the contents.
The var isinfreezer has been eliminated.
The old player panel has been readded as an alt for the new one, it may be found under the Player Panel verb.
The new player panel may be accessed by the Player Panel-New verb.
Crates.dm moved from the storage folder as it is not a storage object.
Fixed Issue 227 about the PA shooting when it should not be.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2851 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-29 07:14:02 +00:00
petethegoat@gmail.com
b9c3f9ce65 Added Scottzar's emitter projectile sprite. Thanks!
Fixed some issues with paper.
Slightly adjusted the atmospheric door sprites.
Added some SMES assembly sprites.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2829 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-27 04:19:18 +00:00
mport2004@gmail.com
46a7143e3a Energy projectiles work again.
Rewrote the job selection system to use bitflags and the jobs are now objects.
Fixed a path conflict with effect which caused a few things to be unable to be clicked on.
Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects.
Fixed up the bits that were missing the slightly updated mob organ attack code.
Moved the traps file into unused.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-11 07:52:30 +00:00
mport2004@gmail.com
17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00
rastaf.zero@gmail.com
84d92a111e New sprites for hydroponic tray (belongs to Farart).
Fixed some typos.
Categorized some noncategorical verbs.
Badmins and trial admins now can use "select equipment" verb.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1770 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-05 05:25:16 +00:00
morikou@gmail.com
8188eb5e17 Gun Code Overhaul Phase 1: (Now with 50% less wasted code!)
- Gun code condensed to make future modifications easier. Functionality should (mostly) remain the same.
- Taser guns shoot ONE WHOLE SHOT more then they do now. Yippy!
- Energy Crossbow has a slightly higher shot capacity (still automatically recharges).
- Guns that shoot projectiles (such as revolvers) now eject the ammo casings when they fire (this will be adjusted somewhat in phase 2).
- Revolvers can either be loaded one shell at a time or all at once with an ammo box.
- All guns now have a badmin var. Have fun (think shotguns).
- A few admin-only guns have been removed (for now). They'll get re-added in a future update.
- Shotguns no longer need to be pumped before firing (will change back in phase 2).
- All gunshots fired by players are now logged in both the firer's and the target's attack_log. So if someone gets shot and it doesn't show up, it's because a turret or something shot them.

Hopefully I didn't miss anything.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1659 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-04 03:39:20 +00:00
baloh.matevz
9104dd38e1 Reduced the volume of that annoying emitter noise by a lot. It was at 75, it's not at 25 which makes it barable even when you have two emitters firing at once. So hopefully less ear-rape for engineers.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1618 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-26 00:14:48 +00:00
n3ophyt3
f6620d08b1 Tweaked welding:
Welders that are on but not in use use fuel more slowly than before, when actively welding, fuel use rate increases to roughly 4 times what the previous rate was. This allows for an average of 4 regular walls to be cut through before refueling is needed, based on my testing. Shorter-length welding tasks will allow for more uses between refuels.

Also cleaned up a few things that still used the "click welder at thing, lose x units of fuel" code.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1403 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-07 01:30:39 +00:00
tronaldnwn@hotmail.com
95587aad0d WELDING UPDATE:
- Welders no longer double charge for time AND work.
If anyone wants to fight about it I'll take you all on and beat you up with a tool box.
- Large Tank Industrial Welders now spawn in the weld closet, and can be hacked out of autolathes, they hold 40 units of fuel.
- Two new welders, the HUGE one that'll be in the prolathe construction later, and the experimental one that'll have regenerating fuel.

MONKEY BUG FIX:
- Monkey modules code changed so monkeys's back packs appear properly. Like people do, without me committing a billion duplicate back sprites.
- Monkeys have more masks to wear.
- Monkey gas masks have a north facing sprite now.
- Monkey Module code changed so MASKS will always work proper.

Mining Update:
- Plasma Cutter and sprites. It cuts at a delay of 0. meaning it is the best of the best of the best in the mining of ores. SIR! Thanks to VtecJumper, who happened to have it on his signature! It is robust as fuck looking.
- Belt sprites for all pickaxes and the jack hammer.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1309 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-29 18:02:27 +00:00
rastaf.zero@gmail.com
2530b5b995 Air alarms improved. New functions are:
- mass control all air machines in area (5 modes)
 - adjustable alarm thresholds
 - air alarm in server room now is preset to treat temperature 80 K as okay.
EMP now affects bots internal cameras.
Fixed problem with AI clicking on mulebot.
Some fixes for welding with unlit welder, mostly cosmetic.
Airlock controller (as in EVA) now react to commands faster.
Access controller (was in engineering and virology in past) was speeded up too. One is installed into Incinerator to demonstrate that now it isn't fucking slow.
Airlock in toxin mixing room now have pump, so airlock can work properly.
Added some intercoms to medbay lobby.
Doors now won't lag due do mapmakers mistakes.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1187 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-14 19:21:02 +00:00
mport2004@gmail.com
54b1d50b25 The crew monitoring computer should work better now
North solars expanded slightly
Cargo can now order engine parts
Power computer wont update every second so you can actually use the thing now
Rotate verb for the emitters and Particle Accelerator
Solar tracker does not use "in world" anymore

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1013 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-10 11:20:52 +00:00
baloh.matevz
f82dbfe28d WELDER fixed
- Now hurts your eyes again if you use it unprotected.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1011 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-09 23:54:18 +00:00
mport2004@gmail.com
50f282f8b2 Engineering got a new machine that spawns/feeds the singularity.
Redid the power use code, should be working better now.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@999 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-09 06:07:32 +00:00
mport2004@gmail.com
cd79ae951d Updated:
Singularity Engine
-Recoded some parts, still works mostly the same
Welders
-Recoded, it works mostly the same but is easier to use in code
-Cyborgs have a larger fuel tank
-Brought most if not all of the areas that use welders upto spec
Moved the changeling chem recharge code into the human life proc
New players who log out before spawning in are now deleted
New minor Common event
Machines around the station use more power, system might need some changes later
Likely few other minor changes that I just cant think of atm

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@945 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-03 08:15:17 +00:00